How to Win cp_orange_x3

Now, in my last Demoman vs. Demoknights post, I neglected to mention my personal favorite of the two demoman playstyles. Do I prefer demolitons man, or demoknight, or maybe even hybrid?

None. My favorite demoman loadout revolves around the Sticky Jumper.

Picture by FeelGoodInc.
Picture by FeelGoodInc.

The Sticky Jumper is addicting. Unlike the Rocket Jumper, it requires zero skill to use effectively (as opposed to a little skill) and it lets you keep your powerful Grenade Launcher and melee of your choice. This means you are perfectly capable of filling a viable role on your team; you have the absolute best mobility of any class in the game, bar none. You can start capping the next point within seconds of the previous being capped. You can zip ahead, find the right spot, and rain explosive death down on the upcoming sentry nest. When all else fails you can fly over everyone’s heads, locate the enemy medic, and finish him off with an Ullapool Caber from nowhere.

How can I prove the Sticky Jumper is that good? Well, it’s the focal weapon of the only loadout I’ve found that makes it reliably possible to win cp_orange_x3.

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In Defense of Medieval Mode

Medieval Mode. You’ve heard of it. Sounds awesome. The Wiki page makes it look awesome. But is it awesome?

Picture by FeelGoodInc.
Picture by FeelGoodInc.


YES!

Ignore the haters, this mode is great. I can have a barrel of fun on cp_degrootkeep (and a lot of custom Medieval maps, but those are way harder to find people playing.) As almost any class.

Medieval Mode gets a lot of flak from most because it’s considered a “melee spamfest”, “void of all strategy” and “a horrific cluster♥♥♥♥ of arrows and demoknights.” And they may all have a point. But there are ways to play the game mode strategically and aid your team in winning the round on a consistent basis.

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