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this post was submitted on 09 Aug 2026
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TechTakes
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Big brain tech dude got yet another clueless take over at HackerNews etc? Here's the place to vent. Orange site, VC foolishness, all welcome.
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Seems you're on to something - I submitted the phrase "Demoknight TF2" (an old(ish) meme started by/referencing TF2ber SolarLight, and referencing the Demoknight subclass, which explicitly forgoes a Stickybomb Launcher for a shield), and it gave me a godawful slop guide to the aforementioned subclass:
Alt-text
Demoknight is a popular TF2 “Demoman” build/theme focused on staying in close-quarters as a mobile melee/ranged threat—usually with a shield for mobility/survivability and a sword or axe for damage—while using Demo’s explosion kit situationally.Typical Demoknight loadout ideas:
How you generally play it:
If you tell me whether you want more aggressive (run-and-slash) or more defensive (survive and pick openings), I can suggest a tighter specific weapon combo and a short “what to do in each situation” plan.
Going over a few things obviously wrong with this:
w h a t ?
Hybrid Demoknight (which takes a grenade launcher in the primary slot), I can see describing as a ranged threat. Full Demoknight (which takes Ali Baba's Wee Booties instead), not so much.
Demoknight explicitly forgoes the Stickybomb Launcher for a shield of some description
There's no weapon called the Scotsman, but there is an axe called the Scotsman's Skullcutter
There's only one axe for the Demo in the vanilla game - the aforementioned Skullcutter.
There is a survivability-oriented shield, but its neither of these - its the Chargin' Targe, which offers 50% fire resist and 30% explosive resist (the Screen offers 30% resist on both, and the Turner offers only 15% on both, for comparison.
Calling the Splendid Screen "defensive" is also pretty far off the mark - beyond the aforementioned reduced resistances, its main advantage is a faster recharge on the shield charge, and a 70% increase to shield bash damage
As for the Tide Turner, it trades in offensive capabilities (it prevents its user from landing charge crits with their melee) for mobility-related ones (it completely disables turn control restrictions).
Yeah, seems the chatbot can't tell the difference between full and hybrid knight. Also, the grenade launchers are generally better for landing direct hits - area control is more the domain of a stickybomb launcher, or the Soldier's Rocket Launcher(s).
Seems the chatbot got Demoknight and stock Demo mixed up.
Demoknight in general should stump chatbots pretty easily - beyond being effectively a different class from stock Demo, the subclass has a lot of nuance that can and will trip up the chatbots. To quote SolarLight's hour-long video on the charge mechanic: