Difference between revisions of "Community Mann vs. Machine strategy"

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(Needs work I know. Help appreciated.)
 
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== General Strategy==
 
== General Strategy==
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* Whether dressed in fine suits or plate metal Spies are flammable all the same. If the Announcer alerts you to the presence of Spies start Spy checking.
 
* Whether dressed in fine suits or plate metal Spies are flammable all the same. If the Announcer alerts you to the presence of Spies start Spy checking.
  
===Demoman===
+
===[[Demoman]]===
* The robots follow pre-set paths so Sticky Bomb carpets  
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* The robots follow pre-set paths so Sticky Bomb carpets are more effective than in normal gameplay. Upgrade for maximum effectivness.
 
*
 
*
  
===Heavy===
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===[[Heavy]]===
*
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* Unique to Heavy is the unlockable ability to shoot and destroy projectiles with his Primary. Use this to counter Giant Soldiers.
 
*
 
*
  
===Engineer===
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===[[Engineer]]===
 
*Sentries are vital for controlling choke points and dealing big damage to giant and the tank but attract Sentry Busters. Keep an eye out at all times.
 
*Sentries are vital for controlling choke points and dealing big damage to giant and the tank but attract Sentry Busters. Keep an eye out at all times.
 
* Use a Teleporter to make travel between the frontlines and base quicker. It may make the difference between safety and payload delivery  
 
* Use a Teleporter to make travel between the frontlines and base quicker. It may make the difference between safety and payload delivery  
  
===Medic===
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===[[Medic]]===
  
  
===Sniper===
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===[[Sniper]]===
  
  
===Spy===
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===[[Spy]]===
 
* Unique to Mann vs Machine the Spy's [[Sapper]] can be placed to disable robots. Unlike conventional gameplay
 
* Unique to Mann vs Machine the Spy's [[Sapper]] can be placed to disable robots. Unlike conventional gameplay
  
 
==Map Specific Strategy==
 
==Map Specific Strategy==

Revision as of 20:39, 16 August 2012

General Strategy

  • Teamwork is more vital than ever. Make sure to communicate at all times.
  • The Robots don't drop ammo so take note of ammmo placements and consider getting Engineers to place dispensers at choke points

Scout

  • Due to the defensive nature of this mode the scout is at a disadvantage with low health and short range weaponry. To counter this he's given a wider money gathering radius, gets health from gathering money and respawns much quicker than the other classes.
  • The Scout's role is not restricted to money gathering, with piercing upgrades his primary weapons can take out whole crowds of enemies at close range.

Soldier

  • Upgraded banners can affect all team-mates meaning more ground can be covered

Pyro

  • The Pyro's airblast is one of the few ways to deal with ubered giants and can be upgraded to make seperating medic and patient quicker.
  • Whether dressed in fine suits or plate metal Spies are flammable all the same. If the Announcer alerts you to the presence of Spies start Spy checking.

Demoman

  • The robots follow pre-set paths so Sticky Bomb carpets are more effective than in normal gameplay. Upgrade for maximum effectivness.

Heavy

  • Unique to Heavy is the unlockable ability to shoot and destroy projectiles with his Primary. Use this to counter Giant Soldiers.

Engineer

  • Sentries are vital for controlling choke points and dealing big damage to giant and the tank but attract Sentry Busters. Keep an eye out at all times.
  • Use a Teleporter to make travel between the frontlines and base quicker. It may make the difference between safety and payload delivery

Medic

Sniper

Spy

  • Unique to Mann vs Machine the Spy's Sapper can be placed to disable robots. Unlike conventional gameplay

Map Specific Strategy