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==Tactics== *The [[Siren]]'s scream neutralizes explosives in its radius; pipe bombs, hand grenades, L.A.W rockets, and rarely mid-air grenade launcher rounds. Care should be taken in not wasting valuable munitions when a Siren is around. Sometimes Siren screams from a long distance and that scratches off the pipe bomb, removing its ability to auto trigger, instead of completely vanishing it. If you notice a dud pipe bomb like that warn Demolition so he can trigger it with a 9mm pistol shot from a far distance remotely, in case a big target approaches closer. *The [[Husk]]'s fireball can detonate projectiles in mid-air and cause severe self-damage or death to the Demolition Expert, and any player(if on a FF server) or specimen who is unfortunate enough to be close. Care should be taken in throwing hand grenades or firing the L.A.W if a Husk is charging up a shot. *Staying with the team and allowing them to kill any weaker or close specimens is very beneficial to any Demo, as it prevents close encounters and saves the Demo valuable ammo, or having to use their 9mm to defend themselves. *Avoid spamming grenades - the rest of the team will not be able to see through the excessive amount of opaque smoke, and you will generally be wasting more of your limited ammo than necessary. The only time a demo should spam is if the group is getting overrun, or going against a Fleshpound. Aiming for ceiling or walls will help diminishing smoke and will keep a clear line of sight for most perks, but may reduce the amount of damage to smaller specimens, like the Crawler. *Wait for large groups of specimens to group all around a Berserker and fire at the group. This is especially advisable if the smaller specimens are Crawlers, which most Berserkers have a hard time with. *Aim at ceilings or walls if a weaker specimen or group of specimens are too near you; it's always easier to shoot a wall or ceiling than wasting ammo on blunt hits. This tactic may cost health, due to the projectile not being a direct hit on an enemy, but will generally save you some splash damage. If you are in an open area, try aiming behind or to a distant side of a specimen, as this may either stun or kill it with minimal splash damage to you. *Be careful when firing close projectiles for blunt damage, as there is a glitch that can occur where the "safe distance" of the projectiles is miscalculated, making it explode in your face. It is possible that this will kill you as well as the specimens. *It's important to note that the Demo benefits greatly from having not only some open space to work with, but also a height advantage. Whenever possible, try to get a moderate height advantage on your targets. This lets you not only aim more accurately (if you miss, then splash damage will hit the target more often), but it also gives you extra protection against self-damage. Try to be above your target whenever possible, even if jumping is the most you can do. This works well with grenade launchers and hand grenades, but not with L.A.W, as it's impossible to aim down its sight while jumping. *Explosive Weaponry can set off the Patriarch's rockets before they close the distance. With timing you can explode the rocket just as the Patriarch is firing it, causing him to take damage from his own Rocket and stopping the rocket dead in it's tracks. *Demolition Expert can be leveled up with [[Support Specialist]], due to their grenade damage and carry capacity bonuses. *Stacking a few grenades before volleying with the M32 on big targets deals far more damage than simply spamming the M32. Stacking grenades also gives the opportunity for your teammates to aim and deal more damage, or clean up the smaller specimens before the smoke screen hinders their vision. *Carrying a sidearm like the Bullpup, AK47, HSG Shotgun or Lever-Action can cover the Demo's vulnerability at close range. If you plan to rely on all explosive based gear (such as the M32 paired with M79, or a single L.A.W), be sure that you stick close to your team. Though expensive, the M4 203 also works exceedingly well as a close range weapon. *When holed up, stay in the middle or back of the team. Aid them with M32 or L.A.W blasts to wipe out several targets and severely damage and/or stun bigger ones. *Be efficient - Due to a low ammo capacity you will run out without careful rationing. Use your shots on groups while ignoring or using a sidearm to kill single zeds or pairs, and throw grenades at Fleshpounds when you can, allowing you to usually get away with using only half a magazine of your M32. *Sirens can terminate L.A.W missiles in mid-air, but generally cannot eliminate a Grenade Launcher's projectile. Sirens have a nasty habit being knocked around by grenades; explosive blasts from behind toss them ''toward'' you, moving them closer, and you may find yourself with a Siren point-blank screaming your face off. Always aim your Grenade Launcher in front of the Siren, as this will knock her ''away'' from you. If timed right, this knock-back will prevent a Siren's scream from reaching you or a teammate. *Scrakes have huge amounts of hit-points at higher difficulties and they aren't vulnerable to it like Fleshpounds are. It would be expensive for Demolition to get rid of them once they're enraged since a Scrake can charge through a field of pipe bombs, getting only minimum damage from each blast when angered. The L.A.W can stun them with a direct hit, and kill them with a second (or third, depending on difficulty and players). It's also possible to finish a wounded Scrake by blunt head-shots from M32 MGL, but this is strongly ill-advised. *Demolition excels at destroying Fleshpounds and large groups behind them. After luring Fleshpounds to a pipe-bomb, it's possible to very quickly finish the enraging Fleshpound with a L.A.W shot to the head/torso, or spamming the M32 MGL at its head/torso. *If there is enough time, place pipe bombs on known specimen spawn points. Don't lay all bombs on map start - it's better to place one or two and then place the rest during the gameplay, especially if things don't go as expected. *Remember that it's risky to use the L.A.W against the Patriarch since he can set the rocket off in the mid-air with his minigun bursts and severely damage or kill you (or other team members, if you're on an FF server). A Demo should take cover behind a solid obstacle by crouching and shoot his L.A.W when the Patriarch is distracted by other team members. The same thing applies to Husks and Sirens since they can set the projectiles off with their fireballs or screams, respectively. At higher difficulties; with the Husk's faster shooting frequency, and the Siren's massive, direct-to-health damage, they should be a priority target for the team, especially when they approach the team in groups of 2 or more. *You can be a tank for your team along with [[Field Medic]]s and [[Berserker]]s. Both classes listed can tank the Patriarch's melee and bullet attacks, but will generally die, or be very seriously damaged, by his rockets. You can tank his Rocket Launcher attack and take significantly less damage, but keep in mind to you're helpless against his close quarter retaliation and bullet spread. Remember that the rocket WILL still damage you a lot, and may even kill you if you try it on a higher difficulty without armor. Also note that generally dodging it is better then tanking it, so this should be used as a last-ditch effort to save your team.
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