Difference between revisions of "Empire Escalation (mission)"
MCandRBfan (talk | contribs) m (trivia is now according the the intended style, updated infobox) |
BrazilianNut (talk | contribs) m (Moves Update history to before Bugs and Trivia to match other articles; added __TOC__ followed by {{clr}} right before Waves.) |
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| mission-tour = [[Operation Two Cities Badge|Two Cities]] | | mission-tour = [[Operation Two Cities Badge|Two Cities]] | ||
| mission-busterspawn = 0 {{common string|seconds}} | | mission-busterspawn = 0 {{common string|seconds}} | ||
− | | mission-busterrespawn | + | | mission-busterrespawn = 30 {{common string|seconds}} |
}} | }} | ||
'''Empire Escalation''' is an advanced invasion [[Mann vs. Machine mission|mission]] available on the [[Mannhattan]] map. | '''Empire Escalation''' is an advanced invasion [[Mann vs. Machine mission|mission]] available on the [[Mannhattan]] map. | ||
− | ==Waves== | + | __TOC__ |
+ | {{clr}} | ||
+ | == Waves == | ||
{{Mvm mission Empire Escalation}} | {{Mvm mission Empire Escalation}} | ||
− | ==Basic strategies== | + | == Basic strategies == |
* Strafe when fighting the Armored Sandman Scouts. They can effectively slow the defenders after getting hit once or twice. | * Strafe when fighting the Armored Sandman Scouts. They can effectively slow the defenders after getting hit once or twice. | ||
* On the second wave, critboosted Rapid Fire Bowmen will spawn from the top pocketed by Über Medics. Consider having a Demoman place a sticky trap up top before the wave starts. | * On the second wave, critboosted Rapid Fire Bowmen will spawn from the top pocketed by Über Medics. Consider having a Demoman place a sticky trap up top before the wave starts. | ||
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** Some of these Shotgun Heavies are pocketed by Über Medics. | ** Some of these Shotgun Heavies are pocketed by Über Medics. | ||
* On the third wave, a few enemy Engineers will teleport in after the first two Giant Shotgun Heavies, usually between the front lines and Gate A. Often-overlooked positions are at the foot of the ramp leading up to Gate A and at the large ammo box underneath the platform. A Sentry Gun placed at the top of the ramp behind the balcony should be able to sufficiently cover both of these spots, killing the Engineers before their Sentry Guns can be established. | * On the third wave, a few enemy Engineers will teleport in after the first two Giant Shotgun Heavies, usually between the front lines and Gate A. Often-overlooked positions are at the foot of the ramp leading up to Gate A and at the large ammo box underneath the platform. A Sentry Gun placed at the top of the ramp behind the balcony should be able to sufficiently cover both of these spots, killing the Engineers before their Sentry Guns can be established. | ||
− | * On the fifth wave there will be a large horde of 10 Black Box Soldiers. 2 will spawn per wave and there's only an 11 seconds pause between waves. They will fire 3 rockets at once and each rocket heals 1000 health on hit. | + | * On the fifth wave there will be a large horde of 10 Black Box Soldiers. 2 will spawn per wave and there's only an 11 seconds pause between waves. They will fire 3 rockets at once and each rocket heals 1000 health on hit. |
** This sub-wave can be insanely tough to beat for inexperienced players. Using the Medic's shield is arguably the best counter to this. | ** This sub-wave can be insanely tough to beat for inexperienced players. Using the Medic's shield is arguably the best counter to this. | ||
* Collecting all the money on the fifth wave nets a total of 2000 credits + 100 bonus. This can be very helpful for the last wave. | * Collecting all the money on the fifth wave nets a total of 2000 credits + 100 bonus. This can be very helpful for the last wave. | ||
* On the last wave, have the Scout switch to a Pyro so they can knock enemies into the grinder. Especially useful when the first gate has been captured. | * On the last wave, have the Scout switch to a Pyro so they can knock enemies into the grinder. Especially useful when the first gate has been captured. | ||
− | ** The Chief Heal-On-Kill Heavy is extremely difficult to kill, even for very experienced players. It is best to airblast the bot into the grinder so that it is killed instantly | + | ** The Chief Heal-On-Kill Heavy is extremely difficult to kill, even for very experienced players. It is best to airblast the bot into the grinder so that it is killed instantly. |
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== Update history == | == Update history == | ||
'''{{Patch name|11|21|2013}}''' | '''{{Patch name|11|21|2013}}''' | ||
− | *Added Empire Escalation to the game | + | * Added Empire Escalation to the game. |
'''{{Patch name|12|6|2013}}''' | '''{{Patch name|12|6|2013}}''' | ||
− | *Rebalanced Empire Escalation | + | * Rebalanced Empire Escalation. |
+ | |||
+ | == Bugs == | ||
+ | * In Wave 3 of this mission, the wave display infobox incorrectly lists the number of Uber Medics as being 27 when there are 30 Uber Medics in the wave. | ||
+ | |||
+ | == Trivia == | ||
+ | * Wave 5's Gatebot Hyper League Scouts are immune to gate stuns due to an oversight from the developers. | ||
+ | * Although the Pyro-bots that appear in wave 4 as support have instant airblast recharge rate, their A.I. doesn't realise that and still thinks the cooldown is still the same as the default recharge time. | ||
{{MvmMissionsNav}} | {{MvmMissionsNav}} |
Revision as of 19:37, 2 March 2020
Empire Escalation | |
---|---|
Basic Information | |
Name: | Empire Escalation |
File name: |
mvm_mannhattan_advanced1
|
Developer(s): | Valve |
Map: | Mannhattan |
Mission type: | Invasion |
Waves: | 6 |
Difficulty: | Advanced |
Starting credits: | 900 |
Maximum possible credits: | 8950 |
Minimum respawn wave time: | 8 seconds |
Maximum respawn wave time: | 16 seconds |
Fixed respawn time: | No |
Tour: | Two Cities |
Sentry Buster spawn time: | 0 seconds |
Sentry Buster respawn time: | 30 seconds |
Empire Escalation is an advanced invasion mission available on the Mannhattan map.
Waves
Sub-wave | Class | Count | Delay(s) | Credits | |||||
---|---|---|---|---|---|---|---|---|---|
Wave 1 (1100 Credits) | |||||||||
1A-1 | Expert | 100% crit chance |
1 | 1 | 1 | — | — | 25 | |
1A-2 | Normal | Gatebot | 6 | 12 | 24 | 10 | 10 | 150 | |
1B-1 | Expert | Spawns at the top 100% crit chance |
1 | 1 | 1 | 15 | — | 100 | |
1B-2-1 | |||||||||
Expert | Gatebot Fires continuously |
5 | 10 | 15 | — | 18 | 100 | ||
Über Medic |
Normal | Spawns with full Über +400% ÜberCharge rate -90% heal rate -3 seconds Über duration | |||||||
1B-2-2 | Hard | Spawns at the top | 3 | 9 | 24 | 20 | 3 | 100 | |
1C-1 | Easy | — | 1 | 3 | 3 | 2 | 8 | 100 | |
1C-2 | Expert | Gatebot Spawns at the top |
6 | 6 | 6 | 15 | — | 100 | |
1D | Normal | Gatebot | 12 | 12 | 24 | 5 | — | 100 | |
1E | |||||||||
Normal | Fires continuously | 3 | 18 | 54 | 5 | 2 | 250 | ||
Hard | — | ||||||||
Support | Expert | Vision range 4000 | 2 | — | — | 40 | 85 | — | |
Easy | Melee only | 1 | 1 | 10 | 120 | 20 | 75 | ||
Wave 2 (1000 Credits) | |||||||||
2A-1 | Hard | — | 6 | 12 | 36 | — | 7 | 200 | |
2A-2 | |||||||||
Bowman Rapid Fire |
Hard | Gatebot Spawns at the top 100% crit chance |
2 | 4 | 6 | 10 | 12 | 100 | |
Über Medic |
Normal | Spawns with full Über +400% ÜberCharge rate -90% heal rate -3 seconds Über duration | |||||||
2B-1 | Expert | Gatebot Spawns at the top |
1 | 2 | 2 | 15 | 28 | 100 | |
2B-2 | Normal | 100% crit chance |
3 | 9 | 24 | 15 | 5 | 100 | |
2C-1 | Hard | — | 8 | 8 | 38 | 3 | — | 50 | |
2C-2 | Hard | — | 4 | 4 | 12 | 8 | — | 100 | |
2D | |||||||||
Expert | Gatebot | 3 | 3 | 6 | 3 | 20 | 100 | ||
Bowman Rapid Fire |
Hard | Gatebot 100% crit chance | |||||||
2E | |||||||||
Expert | — | 5 | 10 | 10 | 10 | 18 | 100 | ||
Über Medic |
Normal | Spawns with full Über +400% ÜberCharge rate -90% heal rate -3 seconds Über duration | |||||||
Support | Easy | Melee only | 1 | 1 | 10 | 10 | 15 | 50 | |
Expert | — | 2 | — | — | 60 | 85 | — | ||
Hyper League Scout |
Hard | Begins after 2D is all dead +75% recharge rate |
2 | 2 | 40 | 2 | 1 | 100 | |
Wave 3 (1200 Credits) | |||||||||
3A-1 | Expert | — | 8 | 8 | 36 | — | — | 50 | |
Expert | Gatebot | 1 | 1 | 1 | 3 | — | 50 | ||
3A-2 | |||||||||
Expert | Gatebot | 4 | 8 | 8 | 40 | 13 | 50 | ||
Über Medic |
Normal | Spawns with full Über +400% ÜberCharge rate -90% heal rate -3 seconds Über duration | |||||||
3B-1 | Type 1 |
Expert | — | 2 | 2 | 8 | — | — | 50 |
3B-2 | Normal | Gatebot Spawns at the top |
2 | 10 | 26 | 10 | 3 | 100 | |
3C-1 | Expert | Gatebot | 3 | 9 | 21 | 5 | 5 | 100 | |
3C-2 | Expert | Spawns at the top | 3 | 12 | 48 | 10 | 4 | 50 | |
3D-1 | Normal | 100% crit chance |
2 | 4 | 12 | 5 | 5 | 100 | |
3D-2 | |||||||||
Expert | Gatebot | 4 | 8 | 8 | 10 | 16 | 150 | ||
Über Medic |
Normal | Spawns with full Über +400% ÜberCharge rate -90% heal rate -3 seconds Über duration | |||||||
3E | |||||||||
Expert | — | 6 | 6 | 18 | 10 | 0 | 100 | ||
Über Medic |
Normal | Spawns with full Über +400% ÜberCharge rate -90% heal rate -3 seconds Über duration | |||||||
Support | Hyper League Scout |
Hard | +75% recharge rate |
1 | 1 | 20 | 10 | 30 | 50 |
Expert | Does not build teleporters | 3 | 3 | 6 | 30 | — | 50 | ||
Hard | Begins after 3D-1 and 3D-2 is all dead Melee only Spawns at the top |
5 | 10 | 50 | 10 | 5 | 300 | ||
Wave 4 (1050 Credits) | |||||||||
4A | Expert | 100% crit chance |
1 | 12 | 12 | — | 0.5 | 100 | |
Normal | Gatebot Spawns at the top 100% crit chance |
1 | 12 | 12 | 10 | 0.5 | 50 | ||
4B | |||||||||
Major Crits Type |
Expert | Gatebot | 2 | 4 | 4 | 10 | 33 | 200 | |
Type 2 |
Expert | — | |||||||
4C-1 | Easy | Spawns at the top | 1 | 10 | 10 | 20 | 2 | 50 | |
4C-2 | Type 1 |
Expert | — | 3 | 9 | 9 | 2 | 6 | 100 |
4D | Normal | Gatebot 100% crit chance |
16 | 16 | 32 | 1 | — | 100 | |
4E-1 | Expert | — | 1 | 1 | 2 | 1 | 1 | 50 | |
Type 2 |
Expert | Gatebot Spawns at the top |
1 | 1 | 2 | 1 | 1 | 50 | |
4E-2 | |||||||||
Expert | 100% crit chance |
4 | 12 | 12 | — | 15 | 100 | ||
Über Medic |
Normal | Spawns with full Über +400% ÜberCharge rate -90% heal rate -3 seconds Über duration | |||||||
4F | Expert | — | 1 | 2 | 2 | — | 10 | 150 | |
Support | Expert | -99.9% airblast cooldown |
1 | 1 | 40 | — | 15 | 100 | |
Expert | Vision range 4000 | 2 | — | — | 120 | 45 | — | ||
Wave 5 (2000 Credits) | |||||||||
5A | Expert | — | 2 | 8 | 10 | — | 6 | 100 | |
5B | Hyper League Scout |
Hard | Spawns at the top 100% crit chance +75% recharge rate |
3 | 3 | 9 | 1 | 6 | 200 |
5C | Expert | Gatebot | 2 | 10 | 10 | — | 11 | 500 | |
5D | Expert | — | 5 | 10 | 35 | 4 | 6 | 100 | |
Easy | 100% crit chance |
5 | 5 | 15 | 20 | — | 100 | ||
5E | Hard | Gatebot 100% crit chance |
5 | 10 | 10 | — | 7 | 200 | |
5F | Expert | Gatebot 100% crit chance |
18 | 18 | 18 | 1 | — | 100 | |
5G-1 | Expert | Gatebot 100% crit chance |
18 | 18 | 18 | 1 | — | 100 | |
5G-2 | Expert | — | 2 | 2 | 2 | 9 | — | 100 | |
5H-1 | Expert | Gatebot 100% crit chance |
18 | 18 | 18 | 1 | — | 100 | |
5H-2 | Expert | — | 1 | 2 | 2 | 5 | 8 | 100 | |
5I | Easy | — | 4 | 4 | 8 | 15 | — | 200 | |
Support | Expert | — | 1 | 1 | 20 | 10 | 15 | 100 | |
Expert | — | 2 | — | — | 15 | 25 | — | ||
Wave 6 (1200 Credits) | |||||||||
6A-1 | Giant Heal-on-Kill Deflector Heavy 60,000 HP |
Expert | Gatebot | 1 | 1 | 1 | — | — | 250 |
Normal | Spawns with full rage +800% |
5 | 10 | 25 | 10 | 10 | 250 | ||
6A-2 | Type 2 |
Expert | Gatebot Spawns at the top |
4 | 4 | 4 | 42 | — | 250 |
6B | |||||||||
Normal | Gatebot 100% crit chance The Direct Hit |
2 | 18 | 40 | 1 | 1 | 50 | ||
Über Medic |
Normal | Spawns with full Über +400% ÜberCharge rate -90% heal rate -3 seconds Über duration | |||||||
6C | Type 1 |
Expert | Gatebot 100% crit chance |
1 | 4 | 4 | — | 8 | 100 |
6D | Type 2 |
Expert | 100% crit chance |
1 | 6 | 6 | — | 10 | 100 |
Support | Normal | 100% crit chance |
1 | 1 | 20 | 45 | 15 | 50 | |
Expert | Vision range 4000 | 2 | — | — | 60 | 20 | — | ||
Expert | Spawns at the top Begins after 6B is all dead Does not teleport in Does not build teleporters |
1 | 3 | 15 | — | 1 | 50 | ||
Normal | Begins after 6B is all dead Melee only 100% crit chance |
3 | 9 | 33 | — | — | 100 |
Basic strategies
- Strafe when fighting the Armored Sandman Scouts. They can effectively slow the defenders after getting hit once or twice.
- On the second wave, critboosted Rapid Fire Bowmen will spawn from the top pocketed by Über Medics. Consider having a Demoman place a sticky trap up top before the wave starts.
- Giant Shotgun Heavies on the third wave can dish an insane amount of damage up close. Have a Medic use a projectile shield when closing the distance.
- Some of these Shotgun Heavies are pocketed by Über Medics.
- On the third wave, a few enemy Engineers will teleport in after the first two Giant Shotgun Heavies, usually between the front lines and Gate A. Often-overlooked positions are at the foot of the ramp leading up to Gate A and at the large ammo box underneath the platform. A Sentry Gun placed at the top of the ramp behind the balcony should be able to sufficiently cover both of these spots, killing the Engineers before their Sentry Guns can be established.
- On the fifth wave there will be a large horde of 10 Black Box Soldiers. 2 will spawn per wave and there's only an 11 seconds pause between waves. They will fire 3 rockets at once and each rocket heals 1000 health on hit.
- This sub-wave can be insanely tough to beat for inexperienced players. Using the Medic's shield is arguably the best counter to this.
- Collecting all the money on the fifth wave nets a total of 2000 credits + 100 bonus. This can be very helpful for the last wave.
- On the last wave, have the Scout switch to a Pyro so they can knock enemies into the grinder. Especially useful when the first gate has been captured.
- The Chief Heal-On-Kill Heavy is extremely difficult to kill, even for very experienced players. It is best to airblast the bot into the grinder so that it is killed instantly.
Update history
- Added Empire Escalation to the game.
- Rebalanced Empire Escalation.
Bugs
- In Wave 3 of this mission, the wave display infobox incorrectly lists the number of Uber Medics as being 27 when there are 30 Uber Medics in the wave.
Trivia
- Wave 5's Gatebot Hyper League Scouts are immune to gate stuns due to an oversight from the developers.
- Although the Pyro-bots that appear in wave 4 as support have instant airblast recharge rate, their A.I. doesn't realise that and still thinks the cooldown is still the same as the default recharge time.
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