Difference between revisions of "Community Mann vs. Machine strategy"
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+ | Strategy for ''[[Mann vs. Machine (game mode)|Mann vs. Machine]]'' | ||
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== General Strategy== | == General Strategy== | ||
* Teamwork is more vital than ever. Make sure to communicate at all times. | * Teamwork is more vital than ever. Make sure to communicate at all times. | ||
− | * The | + | * The robots don't drop ammo, so take note of ammo placements and consider getting Engineers to place [[Dispenser]]s at choke points. Slain players still drop their weapons, however, so if your teammate is unfortunate enough to die, grab some ammo if you need. |
* Always remember to reload whenever you get a chance. | * Always remember to reload whenever you get a chance. | ||
+ | * Tanks do not harm players, so feel free to get as close as you want when trying to destroy one. Be careful when attacking a tank in a confined space however, because a turning tank may crush players against walls and kill them instantly. | ||
+ | * Try to collect all the money the robots leave behind. The Administrator gives the players a bonus $100 if the team takes them all. | ||
===[[Scout]]=== | ===[[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. | + | * 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 | + | * 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. Each of the Scout's primary weapons has its uses: the [[Scattergun]] has the bigger clip, the [[Force-A-Nature]] has knockback, the [[Soda Popper]] can build up periods of [[mini-crits]], and the Baby Face Blaster can allow you to do damage from a safer distance. |
+ | * A hit from the [[Sandman]]'s ball marks a robot for death like the [[Fan of War]], meaning the robot will take mini-crits from your friends' weapons. Both the Sandman and the [[Wrap Assassin]] can also be upgraded so that more balls can be hit, meaning more targets being affected. | ||
+ | * [[Mad Milk]] is a great assisting tool, as anyone who hits a doused robot gets a health boost, and upgraded Mad Milk slows down wet robots, making them easier to hit. It can also be used to help root out Spy bots. | ||
+ | * Using [[Bonk! Atomic Punch]] can allow you to serve as a distraction for giant bots, as well as grab credits without fear of being blasted to oblivion. | ||
+ | * A Scout investing on multiple resistance upgrades added with the health boost of cash drops can prove to be a great distraction tool, allowing allies, even Spies, to give more free hits. | ||
===[[Soldier]]=== | ===[[Soldier]]=== | ||
− | * Upgraded | + | * Upgraded [[banner]]s can affect all teammates, meaning more ground can be covered rather than clustering around the Soldier. |
− | * Be aware that Giant | + | ** Be aware that Sentries will only deal mini-crits if the Engineer is under the radius. |
+ | * Be aware that Giant Heavies can destroy your rockets, and worse, Giant Pyros can airblast them. Consider using a secondary weapon against them. | ||
+ | * Since your rockets may take a while to reach the enemy, remember to fire towards where they're going to go rather than where they are. | ||
+ | * Soldiers are great investors for the Blast Resistance upgrade. It allows the player to rocket jump more without fear of losing any large amount of health. | ||
===[[Pyro]]=== | ===[[Pyro]]=== | ||
− | * The Pyro's airblast is one of the few ways to deal with | + | * The Pyro's airblast's versatility drastically increases in this game mode. |
− | * The | + | ** The airblast is one of the few ways to deal with [[ÜberCharge]]d giants and can be upgraded to make separating a Medic and patient quicker. |
− | * Whether dressed in fine suits or plate metal Spies are flammable all the same. If the | + | ** The airblast can also push bomb carriers away from the bomb hole. |
+ | ** The airblast can lift Giant Scouts and Sentry Busters, allowing the player to continuously blast them in one place for easier elimination. | ||
+ | * Whether dressed in fine suits or plate metal, [[Spies]] are flammable all the same. If the Administrator alerts the team to the presence of Spies, start [[Spy check]]ing. | ||
+ | * Upgrading the regular [[Flare Gun]] to give it an increased rate of fire allows you to stack up critical hits on burning targets from a safe distance. Consider using this against giants and situations where it can be risky to get in close. Upgrading the [[Scorch Shot]] in a similar manner can also allow you to knock back targets and keep them from retrieving the bomb. Keep in mind that tanks do not catch fire, however. | ||
+ | * Using an Übercharge canteen and your [[Axtinguisher]] can allow you to stand up to giants and take them down in short order. | ||
+ | * Because of the Pyro's tendency to get close and personal to deal damage, a Return to Base [[Power Up Canteen]] allows the class to have greater escape, and even chasing power. | ||
===[[Demoman]]=== | ===[[Demoman]]=== | ||
− | * The robots follow | + | * The robots follow preset paths, so [[Sticky Bomb]] carpets are more effective than in normal gameplay. Upgrade for maximum effectiveness. |
+ | ** The [[Scottish Resistance]] is also a very viable weapon to keep. Its ability to have more traps active in a single time, while being able to detonate off small packs rather than the whole allows the player to cover more ground and lane paths. | ||
* The Critical Hit Boost [[Power Up Canteen|Canteen]] can be used to make fatal sticky traps for giants and chip a chunk of health off of tanks. | * The Critical Hit Boost [[Power Up Canteen|Canteen]] can be used to make fatal sticky traps for giants and chip a chunk of health off of tanks. | ||
+ | * Consider using a Demoknight loadout and teaming up with a Medic with a [[Medi Gun]]. The [[ÜberCharge]] ability will allow you to fight in close quarters without harm, while collecting money the robots drop. | ||
+ | * Tanks are easy targets for your [[Grenade Launcher]] because of how big they are, while you can lay large groups of stickies on their predictable path to take a huge chunk of their health off. | ||
+ | * The Eyelander can be upgraded to grant up to four seconds of full crits on a melee kill. Combine this with an Übercharge canteen and go on a robot head hunting spree! | ||
===[[Heavy]]=== | ===[[Heavy]]=== | ||
− | * Unique to Heavy is the unlockable ability to shoot and destroy projectiles with his | + | * Unique to Heavy is the unlockable ability to shoot and destroy projectiles with his primary weapon. Use this to counter Giant Soldiers. |
+ | * Penetrating primary fire makes an excellent upgrade against swarms of robots as your bullets can hit more of them at once. | ||
+ | * The Rage upgrade builds when you damage robots. Save the Rage for tougher robots like Heavy specials or Giant Robots (especially Giant Scouts), where they're easier to hit and more valuable to knock back. | ||
+ | * Watch out for Sniper bots! You're easy pickings for them if you stay in an open area for too long. | ||
+ | * Your [[Sandvich]] is just as valuable in MvM mode. Use it to keep you in the fray when under fire, or throw it to a teammate that has taken damage. | ||
===[[Engineer]]=== | ===[[Engineer]]=== | ||
− | *Sentry | + | *[[Sentry Gun]]s are vital for controlling choke points and dealing big damage to giants and the tank, but they attract Sentry Busters. Keep an eye out at all times. |
− | *Sentry Guns will rebuild at an instant when hauling it to another location. This is a good strategy when the bomb carrier has breached your team's | + | *Sentry Guns will rebuild at an instant when hauling it to another location. This is a good strategy when the bomb carrier has breached your team's defenses or when taking down a tank. |
− | * Use a Teleporter to make travel between | + | * Use a Teleporter to make travel between base and front lines more quickly. It may make the difference between safety and Payload delivery. And remember, you can upgrade Teleporters to work both ways. |
− | *Use your Wrangler if you have one. When you have a 100% upgraded Sentry Gun, the giants will fall very quickly. | + | *Use your [[Wrangler]] if you have one. When you have a 100% upgraded Sentry Gun, the giants will fall very quickly. |
− | *If a Sentry Buster | + | *If a Sentry Buster gets too close, grab your Sentry Gun before it explodes, but be careful as it can destroy other buildings near its blast radius and can kill you if you are near it when it explodes. |
− | *Use your Frontier Justice to rack up revenge crits very quickly from your Sentry Gun | + | ** Because of this, it is suggested to place your Sentry near edges. Not only does this give the Engineer more cover and height advantage, but it also makes an easy escape route from an impending Sentry Buster. |
− | * | + | *More Engineers on a team means more Sentry Busters per wave. Sometimes more than one Sentry Buster will appear at once. |
− | * Use | + | *Use your [[Frontier Justice]] to rack up revenge crits very quickly from your Sentry Gun. |
+ | *Buying an additional Sentry Gun will let you place a Disposable [[Mini Sentry Gun]] so you can spread more damage with both Sentry Guns. | ||
+ | * Use Building Upgrades canteens to rebuild quickly if your buildings have been destroyed during a wave. | ||
+ | * The [[Pistol]] by default has a large ammo reserve so it can have it's fire rate upgraded without needing to invest in ammo reserve upgrades early on. | ||
+ | * Investing on wrench attack speed and increased total metal upgrades gives the Engineer a higher chance of keeping his Sentry alive when it takes heavy fire. | ||
===[[Medic]]=== | ===[[Medic]]=== | ||
− | * To make the most use out of your canteen sharing upgrade use the Medi Gun with the opposite power | + | * To make the most use out of your canteen-sharing upgrade, use the Medi Gun with the opposite power, i.e. Use the stock [[Medi Gun]] with the Kritz canteen, and use the [[Kritzkrieg]] with the Übercharge Canteen. |
+ | * Watch out for Spy and Sniper bots! You're a high priority target, so always be aware of your surroundings, and stay near your teammates for support. | ||
+ | * Though a faster healing rate always sounds good, remember that a target at maximum health will give less to the Ubercharge meter. | ||
===[[Sniper]]=== | ===[[Sniper]]=== | ||
− | * Giants move half the speed than regular Robots (expect for Giant Scouts) making their enormous heads inviting targets but they won't be an instantly killed like regular ones. | + | * Giants move half the speed than regular Robots (expect for Giant Scouts), making their enormous heads inviting targets, but they won't be an instantly killed like regular ones. Consider Reload Speed upgrades to get more hits on them more quickly. |
− | * Use Jarate to help teammates take out large groups of Robots or Giants | + | * Use [[Jarate]] to help teammates take out large groups of Robots or Giants quickly. Upgraded Jarate slows them down, making them easier targets. |
+ | * Spy bots will often hunt you down first before going after other targets. If you're in a spot by yourself, keep an eye out for them when their presence is announced, and consider hanging around your teammates until the coast is clear. | ||
+ | * Investing in piercing shots or using the Machina can allow you to take out multiple targets. This can come in handy when confronted with a Giant Heavy surrounded by Medic bots. | ||
===[[Spy]]=== | ===[[Spy]]=== | ||
− | * Unique to Mann vs Machine the Spy's [[Sapper]] can be placed to disable robots. Unlike conventional gameplay there's a meter that must be left to fill before they can be used again. | + | * The Spy takes a more versatile role in the game mode, from money gathering to eliminating large targets. |
+ | * Unique to Mann vs. Machine, the Spy's [[Sapper]] can be placed to disable robots. Unlike conventional gameplay, there's a meter that must be left to fill before they can be used again. | ||
+ | * Upgraded Sappers can disable robots in a radius and slow down giant robots to make them easier to destroy. | ||
* Use your disguise to pick up money that is too dangerous for your teammates to retrieve. | * Use your disguise to pick up money that is too dangerous for your teammates to retrieve. | ||
+ | * Be careful around Pyro robots. You might be accidentally hit by their flames, and once alight, any robot can identify you. | ||
+ | * An upgraded [[knife]] can do major damage to giants. Wait behind where they enter the map and stab them as soon as their invincibility wears off. | ||
+ | * The Dead Ringer is useful as after fake death is triggered the robots will be completely fooled. Retreat and disguise while invisible. | ||
+ | * Tanks can not be backstabbed or sapped so focus on the bots and let the rest of the team deal with it or if things get desperate drop cover and unload your revolver into it. | ||
+ | * Steel Fist Heavies take reduced damage from ranged attacks, and can sponge in multiple melee strikes before going down. A Spy can eliminate one with a single backstab. | ||
+ | * A Spy investing on multiple resistance allows the player to stay in the frontlines longer. | ||
+ | * Investing on attack speed upgrades for the Butterfly Knife means that the Spy can land more backstabs on a Giant at a lesser amount of time. | ||
==Map Specific Strategy== | ==Map Specific Strategy== | ||
*The enemy team will usually have a planned path to the bomb location. Try to find out the robot's route at the start of the wave. Once your team have figured it out, focus most of your firepower there and locate chokepoints that you can easily pin down enemies. | *The enemy team will usually have a planned path to the bomb location. Try to find out the robot's route at the start of the wave. Once your team have figured it out, focus most of your firepower there and locate chokepoints that you can easily pin down enemies. | ||
+ | ** Enemies may stray from the path to chase down a player, so try to kill them before they take another route to the base. | ||
+ | *Robots cannot attack or be harmed until they jump into the field, so Demomen and Soldiers have time to leave explosives in the enemies' path. | ||
===[[Coal Town]]=== | ===[[Coal Town]]=== | ||
* There is a hazard area in this map where Pyros may find convenient to airblast enemies into. | * There is a hazard area in this map where Pyros may find convenient to airblast enemies into. | ||
− | * There are many rooftops | + | * There are many rooftops that players can use to their advantage. |
===[[Decoy]]=== | ===[[Decoy]]=== | ||
+ | * There are multiple levels which players can use to separate themselves from the robots. Just be warned that the robots might attack you up there as well (especially waves with large numbers of Scouts). | ||
+ | * There is a ravine in front of your base. If you need time, knock the bomb carrier into this ravine to stall it. | ||
===[[Mannworks]]=== | ===[[Mannworks]]=== | ||
+ | |||
+ | |||
+ | {{MannVsMachineNav}} |
Revision as of 06:38, 17 August 2012
Strategy for Mann vs. Machine
Contents
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 ammo placements and consider getting Engineers to place Dispensers at choke points. Slain players still drop their weapons, however, so if your teammate is unfortunate enough to die, grab some ammo if you need.
- Always remember to reload whenever you get a chance.
- Tanks do not harm players, so feel free to get as close as you want when trying to destroy one. Be careful when attacking a tank in a confined space however, because a turning tank may crush players against walls and kill them instantly.
- Try to collect all the money the robots leave behind. The Administrator gives the players a bonus $100 if the team takes them all.
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. Each of the Scout's primary weapons has its uses: the Scattergun has the bigger clip, the Force-A-Nature has knockback, the Soda Popper can build up periods of mini-crits, and the Baby Face Blaster can allow you to do damage from a safer distance.
- A hit from the Sandman's ball marks a robot for death like the Fan of War, meaning the robot will take mini-crits from your friends' weapons. Both the Sandman and the Wrap Assassin can also be upgraded so that more balls can be hit, meaning more targets being affected.
- Mad Milk is a great assisting tool, as anyone who hits a doused robot gets a health boost, and upgraded Mad Milk slows down wet robots, making them easier to hit. It can also be used to help root out Spy bots.
- Using Bonk! Atomic Punch can allow you to serve as a distraction for giant bots, as well as grab credits without fear of being blasted to oblivion.
- A Scout investing on multiple resistance upgrades added with the health boost of cash drops can prove to be a great distraction tool, allowing allies, even Spies, to give more free hits.
Soldier
- Upgraded banners can affect all teammates, meaning more ground can be covered rather than clustering around the Soldier.
- Be aware that Sentries will only deal mini-crits if the Engineer is under the radius.
- Be aware that Giant Heavies can destroy your rockets, and worse, Giant Pyros can airblast them. Consider using a secondary weapon against them.
- Since your rockets may take a while to reach the enemy, remember to fire towards where they're going to go rather than where they are.
- Soldiers are great investors for the Blast Resistance upgrade. It allows the player to rocket jump more without fear of losing any large amount of health.
Pyro
- The Pyro's airblast's versatility drastically increases in this game mode.
- The airblast is one of the few ways to deal with ÜberCharged giants and can be upgraded to make separating a Medic and patient quicker.
- The airblast can also push bomb carriers away from the bomb hole.
- The airblast can lift Giant Scouts and Sentry Busters, allowing the player to continuously blast them in one place for easier elimination.
- Whether dressed in fine suits or plate metal, Spies are flammable all the same. If the Administrator alerts the team to the presence of Spies, start Spy checking.
- Upgrading the regular Flare Gun to give it an increased rate of fire allows you to stack up critical hits on burning targets from a safe distance. Consider using this against giants and situations where it can be risky to get in close. Upgrading the Scorch Shot in a similar manner can also allow you to knock back targets and keep them from retrieving the bomb. Keep in mind that tanks do not catch fire, however.
- Using an Übercharge canteen and your Axtinguisher can allow you to stand up to giants and take them down in short order.
- Because of the Pyro's tendency to get close and personal to deal damage, a Return to Base Power Up Canteen allows the class to have greater escape, and even chasing power.
Demoman
- The robots follow preset paths, so Sticky Bomb carpets are more effective than in normal gameplay. Upgrade for maximum effectiveness.
- The Scottish Resistance is also a very viable weapon to keep. Its ability to have more traps active in a single time, while being able to detonate off small packs rather than the whole allows the player to cover more ground and lane paths.
- The Critical Hit Boost Canteen can be used to make fatal sticky traps for giants and chip a chunk of health off of tanks.
- Consider using a Demoknight loadout and teaming up with a Medic with a Medi Gun. The ÜberCharge ability will allow you to fight in close quarters without harm, while collecting money the robots drop.
- Tanks are easy targets for your Grenade Launcher because of how big they are, while you can lay large groups of stickies on their predictable path to take a huge chunk of their health off.
- The Eyelander can be upgraded to grant up to four seconds of full crits on a melee kill. Combine this with an Übercharge canteen and go on a robot head hunting spree!
Heavy
- Unique to Heavy is the unlockable ability to shoot and destroy projectiles with his primary weapon. Use this to counter Giant Soldiers.
- Penetrating primary fire makes an excellent upgrade against swarms of robots as your bullets can hit more of them at once.
- The Rage upgrade builds when you damage robots. Save the Rage for tougher robots like Heavy specials or Giant Robots (especially Giant Scouts), where they're easier to hit and more valuable to knock back.
- Watch out for Sniper bots! You're easy pickings for them if you stay in an open area for too long.
- Your Sandvich is just as valuable in MvM mode. Use it to keep you in the fray when under fire, or throw it to a teammate that has taken damage.
Engineer
- Sentry Guns are vital for controlling choke points and dealing big damage to giants and the tank, but they attract Sentry Busters. Keep an eye out at all times.
- Sentry Guns will rebuild at an instant when hauling it to another location. This is a good strategy when the bomb carrier has breached your team's defenses or when taking down a tank.
- Use a Teleporter to make travel between base and front lines more quickly. It may make the difference between safety and Payload delivery. And remember, you can upgrade Teleporters to work both ways.
- Use your Wrangler if you have one. When you have a 100% upgraded Sentry Gun, the giants will fall very quickly.
- If a Sentry Buster gets too close, grab your Sentry Gun before it explodes, but be careful as it can destroy other buildings near its blast radius and can kill you if you are near it when it explodes.
- Because of this, it is suggested to place your Sentry near edges. Not only does this give the Engineer more cover and height advantage, but it also makes an easy escape route from an impending Sentry Buster.
- More Engineers on a team means more Sentry Busters per wave. Sometimes more than one Sentry Buster will appear at once.
- Use your Frontier Justice to rack up revenge crits very quickly from your Sentry Gun.
- Buying an additional Sentry Gun will let you place a Disposable Mini Sentry Gun so you can spread more damage with both Sentry Guns.
- Use Building Upgrades canteens to rebuild quickly if your buildings have been destroyed during a wave.
- The Pistol by default has a large ammo reserve so it can have it's fire rate upgraded without needing to invest in ammo reserve upgrades early on.
- Investing on wrench attack speed and increased total metal upgrades gives the Engineer a higher chance of keeping his Sentry alive when it takes heavy fire.
Medic
- To make the most use out of your canteen-sharing upgrade, use the Medi Gun with the opposite power, i.e. Use the stock Medi Gun with the Kritz canteen, and use the Kritzkrieg with the Übercharge Canteen.
- Watch out for Spy and Sniper bots! You're a high priority target, so always be aware of your surroundings, and stay near your teammates for support.
- Though a faster healing rate always sounds good, remember that a target at maximum health will give less to the Ubercharge meter.
Sniper
- Giants move half the speed than regular Robots (expect for Giant Scouts), making their enormous heads inviting targets, but they won't be an instantly killed like regular ones. Consider Reload Speed upgrades to get more hits on them more quickly.
- Use Jarate to help teammates take out large groups of Robots or Giants quickly. Upgraded Jarate slows them down, making them easier targets.
- Spy bots will often hunt you down first before going after other targets. If you're in a spot by yourself, keep an eye out for them when their presence is announced, and consider hanging around your teammates until the coast is clear.
- Investing in piercing shots or using the Machina can allow you to take out multiple targets. This can come in handy when confronted with a Giant Heavy surrounded by Medic bots.
Spy
- The Spy takes a more versatile role in the game mode, from money gathering to eliminating large targets.
- Unique to Mann vs. Machine, the Spy's Sapper can be placed to disable robots. Unlike conventional gameplay, there's a meter that must be left to fill before they can be used again.
- Upgraded Sappers can disable robots in a radius and slow down giant robots to make them easier to destroy.
- Use your disguise to pick up money that is too dangerous for your teammates to retrieve.
- Be careful around Pyro robots. You might be accidentally hit by their flames, and once alight, any robot can identify you.
- An upgraded knife can do major damage to giants. Wait behind where they enter the map and stab them as soon as their invincibility wears off.
- The Dead Ringer is useful as after fake death is triggered the robots will be completely fooled. Retreat and disguise while invisible.
- Tanks can not be backstabbed or sapped so focus on the bots and let the rest of the team deal with it or if things get desperate drop cover and unload your revolver into it.
- Steel Fist Heavies take reduced damage from ranged attacks, and can sponge in multiple melee strikes before going down. A Spy can eliminate one with a single backstab.
- A Spy investing on multiple resistance allows the player to stay in the frontlines longer.
- Investing on attack speed upgrades for the Butterfly Knife means that the Spy can land more backstabs on a Giant at a lesser amount of time.
Map Specific Strategy
- The enemy team will usually have a planned path to the bomb location. Try to find out the robot's route at the start of the wave. Once your team have figured it out, focus most of your firepower there and locate chokepoints that you can easily pin down enemies.
- Enemies may stray from the path to chase down a player, so try to kill them before they take another route to the base.
- Robots cannot attack or be harmed until they jump into the field, so Demomen and Soldiers have time to leave explosives in the enemies' path.
Coal Town
- There is a hazard area in this map where Pyros may find convenient to airblast enemies into.
- There are many rooftops that players can use to their advantage.
Decoy
- There are multiple levels which players can use to separate themselves from the robots. Just be warned that the robots might attack you up there as well (especially waves with large numbers of Scouts).
- There is a ravine in front of your base. If you need time, knock the bomb carrier into this ravine to stall it.
Mannworks
|