Difference between revisions of "Mannhunt (mission)"
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{{Mission infobox | {{Mission infobox | ||
|mission-name=Mannhunt | |mission-name=Mannhunt | ||
|mission-file-name=mvm_mannworks_intermediate2 | |mission-file-name=mvm_mannworks_intermediate2 | ||
|mission-map=[[Mannworks]] | |mission-map=[[Mannworks]] | ||
+ | |mission-type=Invasion | ||
|mission-waves=6 | |mission-waves=6 | ||
|mission-diff=Intermediate | |mission-diff=Intermediate | ||
|mission-startingmoney=400 | |mission-startingmoney=400 | ||
+ | |mission-maxmoney=5500 | ||
+ | |mission-minrespawn=7 | ||
+ | |mission-maxrespawn=14 | ||
+ | |mission-fixedrespawn=No | ||
+ | |mission-tour=[[Operation Oil Spill Badge|Oil Spill]] | ||
+ | |mission-busterspawn=5 seconds | ||
+ | |mission-busterrespawn=27 seconds | ||
}} | }} | ||
'''Mannhunt''' is an intermediate invasion [[Mann vs. Machine mission|mission]] available on the [[Mannworks]] map. | '''Mannhunt''' is an intermediate invasion [[Mann vs. Machine mission|mission]] available on the [[Mannworks]] map. | ||
− | ==Waves== | + | __TOC__ |
+ | {{clr}} | ||
+ | == Waves == | ||
{{Mvm mission mannhunt}} | {{Mvm mission mannhunt}} | ||
== Basic Strategies == | == Basic Strategies == | ||
− | The first wave of this mission spawns 10 Pyro bots, each tailed by their own [[Quick-Fix]] Medic, and are soon followed by bursts of Scouts. | + | The first wave of this mission spawns 10 Pyro bots, each tailed by their own [[Quick-Fix]] Medic, and are soon followed by bursts of Scouts. Pyros, which are healed by Medics, can airblast your rockets and flares, making them even more dangerous. Consider having a Demoman to destroy the Medics as fast as possible. |
This mission's difficulty is tested in the third wave. It consists only of 10 Super Scouts and one tank. Super Scouts will spawn only one at a time, but come in quick succession, and can easily get past the team and reach the bomb shaft within seconds. The tank will arrive anywhere from the 3rd to the 7th Super Scout's spawn, but has a low enough HP to not be as big a problem. It can be taken out after all the Super Scouts have been defeated. | This mission's difficulty is tested in the third wave. It consists only of 10 Super Scouts and one tank. Super Scouts will spawn only one at a time, but come in quick succession, and can easily get past the team and reach the bomb shaft within seconds. The tank will arrive anywhere from the 3rd to the 7th Super Scout's spawn, but has a low enough HP to not be as big a problem. It can be taken out after all the Super Scouts have been defeated. | ||
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This mission is most infamous for its final wave, which includes 5 tanks. Though they are accompanied by 4 other giant robots, the tanks themselves are highly underwhelming, possessing a low HP each. | This mission is most infamous for its final wave, which includes 5 tanks. Though they are accompanied by 4 other giant robots, the tanks themselves are highly underwhelming, possessing a low HP each. | ||
− | == | + | == Trivia == |
− | + | * Disabled code indicates several cut robot formations, which are the following: | |
+ | ** On wave 2, an additional Giant Rapid Fire Demoman and Quick-Fix Medics squad that spawns on the right side 35 seconds after all robots of Wave 2A-2 have spawned. | ||
+ | ** On wave 6, 12 Heavyweight Champs accompanied by 12 Quick-Fix Medics were supposed to spawn on the left side 40 seconds after all robots of Wave 6B-1 and 6B-2 have spawned. In addition, another Tank (with 10,000 health) that travels to the right was supposed to spawn as the same time as the current final Tank. | ||
== See also == | == See also == |
Latest revision as of 16:00, 2 March 2020
Mannhunt | |
---|---|
Basic Information | |
Name: | Mannhunt |
File name: |
mvm_mannworks_intermediate2
|
Developer(s): | Valve |
Map: | Mannworks |
Mission type: | Invasion |
Waves: | 6 |
Difficulty: | Intermediate |
Starting credits: | 400 |
Maximum possible credits: | 5500 |
Minimum respawn wave time: | 7 |
Maximum respawn wave time: | 14 |
Fixed respawn time: | No |
Tour: | Oil Spill |
Sentry Buster spawn time: | 5 seconds |
Sentry Buster respawn time: | 27 seconds |
Mannhunt is an intermediate invasion mission available on the Mannworks map.
Contents
Waves
Sub-wave | Class | Count | Delay(s) | Credits | |||||
---|---|---|---|---|---|---|---|---|---|
Wave 1 (800 Credits) | |||||||||
1A-1 | |||||||||
Normal | Spawns at the left | 4 | 4 | 8 | 0 | 5 | 200 | ||
Quick-Fix Medic |
Normal | +900% heal rate -90% ÜberCharge rate | |||||||
1A-2 | |||||||||
Normal | Spawns at the right | 2 | 6 | 12 | 10 | 1 | 200 | ||
Quick-Fix Medic |
Normal | +900% heal rate -90% ÜberCharge rate | |||||||
1B | |||||||||
1/2 | Expert | 1/4 Flank defenders's right 1/4 Flank defenders's left |
4 | 20 | 60 | 10 | 1 | 400 | |
1/2 | Easy | 1/4 Flank defenders's right 1/4 Flank defenders's left | |||||||
Wave 2 (800 Credits) | |||||||||
2A-1 | Normal | — | 1 | 1 | 1 | 0 | 0 | 10 | |
2A-2 | Normal | 1/4 Flank defenders's right 1/4 Flank defenders's left |
4 | 16 | 32 | 1 | 1 | 290 | |
2B | |||||||||
Type 1 |
Expert | Spawns at the left | 3 | 3 | 6 | 20 | 45 | 300 | |
Quick-Fix Medic |
Normal | +900% heal rate -90% ÜberCharge rate | |||||||
Normal | — | 4 | 8 | 12 | 38 | 1 | 200 | ||
Support | Expert | Vision range 3000 | 2 | — | — | 10 | 30 | — | |
Wave 3 (800 Credits) | |||||||||
3 | Easy | — | 1 | 10 | 10 | 0 | 10 | 500 | |
20,000 | — | — | — | 1 | 35 | — | 300 | ||
Wave 4 (800 Credits) | |||||||||
4A-1 | |||||||||
1/2 | Expert | — | 4 | 12 | 48 | 15 | 1 | 200 | |
1/2 | Easy | — | |||||||
4A-2 | Normal | Spawns with full rage +800% |
5 | 10 | 30 | 0 | 10 | 200 | |
4B | |||||||||
Type 1 |
Expert | Spawns at the left | 4 | 4 | 4 | 25 | 0 | 100 | |
Normal | Spawns with full rage +800% | ||||||||
Expert | Spawns at the right | 4 | 4 | 4 | 26 | 0 | 100 | ||
Normal | Spawns with full rage +800% | ||||||||
Normal | Spawns at the left | 4 | 8 | 12 | 35 | 4 | 200 | ||
Quick-Fix Medic |
Normal | +900% heal rate -90% ÜberCharge rate | |||||||
Wave 5 (1500 Credits) | |||||||||
5A | Expert | 1/6 Flank defenders's right 1/6 Flank defenders's left |
4 | 20 | 60 | 0 | 0 | 300 | |
5B | Easy | — | 1 | 3 | 3 | 10 | 20 | 400 | |
25,000 | — | — | — | 1 | 20 | — | 700 | ||
Normal | — | 8 | 8 | 16 | 35 | 0 | 100 | ||
Support | Expert | Vision range 3000 | 2 | — | — | 10 | 20 | — | |
Wave 6 (1000 Credits) | |||||||||
6A | |||||||||
1/2 | Expert | — | 5 | 20 | 30 | 0 | 0 | 100 | |
1/2 | Easy | — | |||||||
6B-1 | |||||||||
Expert | Spawns at the right | 5 | 5 | 5 | 15 | 1 | 100 | ||
Normal | Spawns with full rage +800% | ||||||||
Quick-Fix Medic |
Normal | +900% heal rate -90% ÜberCharge rate | |||||||
6B-2 | |||||||||
Expert | Spawns at the left | 5 | 5 | 5 | 15 | 1 | 100 | ||
Normal | Spawns with full rage +800% | ||||||||
Quick-Fix Medic |
Normal | +900% heal rate -90% ÜberCharge rate | |||||||
6C | 10,000 | — | — | — | 1 | 30 | — | 100 | |
10,000 | — | — | — | 1 | 35 | — | 100 | ||
Expert | Spawns at the left | 4 | 4 | 4 | 65 | 1 | 100 | ||
Normal | Spawns with full rage +800% | ||||||||
Quick-Fix Medic |
Normal | +900% heal rate -90% ÜberCharge rate | |||||||
Expert | Spawns at the right | 4 | 4 | 4 | 65 | 1 | 100 | ||
Normal | Spawns with full rage +800% | ||||||||
Quick-Fix Medic |
Normal | +900% heal rate -90% ÜberCharge rate | |||||||
10,000 | — | — | — | 1 | 80 | — | 100 | ||
10,000 | — | — | — | 1 | 85 | — | 100 | ||
1/2 | Expert | — | 5 | 20 | 45 | 105 | 0 | 100 | |
1/2 | Easy | — | |||||||
10,000 | — | — | — | 1 | 100 | — | 0 |
Basic Strategies
The first wave of this mission spawns 10 Pyro bots, each tailed by their own Quick-Fix Medic, and are soon followed by bursts of Scouts. Pyros, which are healed by Medics, can airblast your rockets and flares, making them even more dangerous. Consider having a Demoman to destroy the Medics as fast as possible.
This mission's difficulty is tested in the third wave. It consists only of 10 Super Scouts and one tank. Super Scouts will spawn only one at a time, but come in quick succession, and can easily get past the team and reach the bomb shaft within seconds. The tank will arrive anywhere from the 3rd to the 7th Super Scout's spawn, but has a low enough HP to not be as big a problem. It can be taken out after all the Super Scouts have been defeated.
The fifth wave mimics the third in a small way, with a tank and 3 Super Scouts once again, this time interlaced with 60 K.G.B. Heavyweight Champs and plenty of Pyros as well. Make sure the Super Scouts go down early and do not lose focus with so many distractions.
This mission is most infamous for its final wave, which includes 5 tanks. Though they are accompanied by 4 other giant robots, the tanks themselves are highly underwhelming, possessing a low HP each.
Trivia
- Disabled code indicates several cut robot formations, which are the following:
- On wave 2, an additional Giant Rapid Fire Demoman and Quick-Fix Medics squad that spawns on the right side 35 seconds after all robots of Wave 2A-2 have spawned.
- On wave 6, 12 Heavyweight Champs accompanied by 12 Quick-Fix Medics were supposed to spawn on the left side 40 seconds after all robots of Wave 6B-1 and 6B-2 have spawned. In addition, another Tank (with 10,000 health) that travels to the right was supposed to spawn as the same time as the current final Tank.
See also
- Mannworks
- Doe's Doom (mission)
- Day of Wreckening (mission)
- Cave-in (mission)
- Quarry (mission)
- Mean Machines (mission)
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