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

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m ({{class link|Pyro}})
({{class link|Demoman}})
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=== {{class link|Demoman}} ===
 
=== {{class link|Demoman}} ===
* The robots follow preset paths, so Sticky Bomb carpets are more effective than in normal gameplay. Upgrade for maximum effectiveness.
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* The robots follow pre-set paths, so Sticky 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. Additionally, it is cheaper to fully upgrade than the stock launcher, and its downsides are largely irrelevant due to the predictable nature of robot movement.
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** The [[Scottish Resistance]] is a very viable weapon to keep, as it is cheaper to fully upgrade than the stock Sticky Launcher, and its downsides are largely irrelevant due to the predictable nature of robot movement.
* 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.
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** Buy Reload Speed and Firing Speed so you fire more projectiles in a shorter period of time, and some Health on Kill to keep yourself alive. Then max out Damage.
* If you plan on Demoknighting, consider using the [[Chargin' Targe]], as it has higher resistances than the [[Splendid Screen]], and you'll rarely be using the charge ability unless it's to get out of a jam. Having the maximum amount of heads with an Eyelander, maxing your movement speed upgrades, or a combination of the two, can allow you to circle strafe most giants and avoid their devastating attacks while you hack their legs to pieces.
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** The Critical Hit [[Power Up Canteen|Canteen]] can be used to make fatal Sticky traps for giants and chip a chunk of health off of tanks.
* Tanks are easy targets for your [[Grenade Launcher]] because of how big they are. You can also lay large groups of stickies on their predictable path to take a huge chunk of their health off.
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* Tanks are easy targets for your [[Grenade Launcher]] because of how big they are, and unupgraded grenades do more damage to them than unupgraded stickies. However, if you are upgrading mainly your Stickybomb Launcher, use it against Tanks as well as robots, and do not split your cash between two offensive weapons.
* If you're good at aiming, try using the [[Loch-n-Load]] - it does an extra 20% damage, has faster projectiles, and has the same splash damage radius. Beware of the low clip size, though - it might be a good idea to upgrade either clip size, reload speed, or both.
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* While not as effective damage-wise as the stock Grenade Launcher, the [[Loose Cannon]] can be used as a sidearm for dealing with popped Über Medics and for resetting the bomb.
* While not as effective damage-wise, the [[Loose Cannon]]'s knockback on a direct hit is almost as strong as a fully upgrade airblast. The Loose Cannon can be used as a sidearm for dealing with Über Medic and even for resetting the bomb.
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* If you have a [[Kritzkrieg]] [[Medic]], have him charge you during Setup to plant [[critical]] [[Sticky Bomb]] carpets before the next wave starts. There is no penalty for doing this, as a Medic's Ubercharge builds up quickly during Setup.  
* The Demoman's melee weapons can be upgraded to grant up to four seconds of full crits on a melee kill. Combine an Eyelander, Nessie's Nine Iron, or Horseless Headless Horsemann's Headtaker with an Übercharge canteen and go on a robot head-hunting spree!
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**However, if no powerful robots appear in the wave until deep into it, the critical Stickies will often make no difference. Weak common robots would be easy to kill anyway, and a Demoman saving the critical Stickies for a Giant will often lead to either the team getting pushed back so far that he cannot focus on the robot spawn where he laid them, or his death and loss of his Stickies.
* If possible, between each waves, request a [[Kritzkrieg]] [[Medic]] to allow you to plant [[critical]] [[Sticky Bomb]] carpets before the next wave starts, but only if it is a dedicated Medic. Any medics that switch away after a kritz charge will cause the Demoman's stickies under the boost of a Kritzkrieg to disappear, but not rolled criticals. [[ÜberCharge]] rates are significantly boosted during this time. Time the charge and your fire rate, reload rate, and clip size so all of the stickybombs you lay will be critical. If your team doesn't have a Kritz Medic, you may want to buy a Critical Hit Boost canteen or two.
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* Avoid getting too close to groups of robots; Demoman's explosive weaponry is not made for close combat.
* As noted above in the Soldier strategy, the Half-Zatoichi's health on kill bonus stacks, and with the Demoman's shields and semi-unique critical on melee kill bonus, it can be devastating against hordes of bots.
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* One of Demoman's biggest jobs in Mann vs Machine is killing Uber Medics, as a Sticky trap can take away all of their health in one blow, not allowing them to Uber. Be aware of when Medics spawn, and, if they make it deep into the map, where they are.
* As with the Soldier, invest in faster reload speed and firing speed so you fire more projectiles in a shorter period of time.
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** Demoman excels at killing Quick-Fix Medics, too; while they cannot Uber, laying a Sticky trap and waiting until the patient passes over them will allow you a clear shot at blowing the Medics up.
* Unless you are a demoknight, avoid getting too close to groups of robots. You are at a disadvantage in close combat, and can be quite easily picked off if your allies are not nearby.
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* If you plan on Demoknighting, consider using the [[Chargin' Targe]], as it has higher resistances than the [[Splendid Screen]] & [[Tide Turner]], and you'll rarely make use of a shield bash or require high turning control. Rack up heads with an [[Eyelander]] to improve your survivability, and upgrade Movement Speed on top of that to be able to circle-strafe most Giants and avoid their devastating attacks while you attack their legs.
* A Demoman should always be aware of enemy medics and create sticky traps for them so he will be able to kill them in a single burst before they activate their ÜberCharges. This also prevents enemies getting healed so they are more easily and quickly disposed of.
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** Demoman's melee weapons not only have Damage upgrades, but can also be upgraded to grant up to four seconds of full crits on a melee kill. This, combined with Health on Kill and Attack Speed on your melee weapon, can make you hard to kill.
  
  
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! align="center" | {{Icon weapon|weapon=Grenade Launcher|icon-size=40x40px}} or {{Icon weapon|weapon=Loch-n-Load|icon-size=40x40px}} or {{Icon weapon|weapon=Loose Cannon|icon-size=40x40px}}
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! align="center" | {{Icon weapon|weapon=Loose Cannon|icon-size=40x40px}} or {{Icon weapon|weapon=Ali Baba's Wee Booties|icon-size=40x40px}}  
'''[[Grenade Launcher]]''' or '''[[Loch-n-Load]]''' or '''[[Loose Cannon]]'''
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'''[[Loose Cannon]]''' or '''[[Ali Baba's Wee Booties]]'''  
! align="center" | {{Icon weapon|weapon=Stickybomb Launcher|icon-size=40x40px}} or {{Icon weapon|weapon=Scottish Resistance|icon-size=40x40px}}
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! align="center" | {{Icon weapon|weapon=Stickybomb Launcher|icon-size=100x100px}}
'''[[Stickybomb Launcher]]''' or '''[[Scottish Resistance]]'''
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'''[[Stickybomb Launcher]]'''
! align="center" | {{Icon weapon|weapon=Bottle|icon-size=40x40px}} or {{Icon weapon|weapon=Ullapool Caber|icon-size=40x40px}}
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! align="center" | {{Icon weapon|weapon=Bottle|icon-size=40x40px}} or {{Icon weapon|weapon=Eyelander|icon-size=40x40px}}
'''[[Bottle]]''' or '''[[Ullapool Caber]]'''
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'''[[Bottle]]''' or '''[[Eyelander]]'''
 
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|
A standard, non-melee Demoman loadout. Grenade Launcher is recommended if you plan to focus on large groups of enemies, while Loch-n-Load starts off with more immediate firepower that can be even further upgraded to outclass the Grenade Launcher if aimed well. Your secondary weapon should be decided based on whether you go on offense or defense. Stickybomb Launcher allows for quicker travel and better crowd control, arming quickly and weakening pushes from the robots. Meanwhile, the Scottish Resistance can be crit boosted at the start of a wave to do 2520 to 4942 in a single instant. At worst, if all the stickies hit their target, the damage enough to take out over half the health of any giant. At best, the damage can single-handedly instantly blow up any robot except Tanks or Deflector Heavies, the latter of which literally becomes weak enough to die to a single pipe bomb afterwards. Your melee weapon should either be a standard damage weapon (Bottle, Scottish Handshake, Conscientious Objector, Frying Pan, and Saxxy all qualify) or Ullapool Caber, as everything else hinders your health, ammo, or versatility. Your canteen should be Critical Hit Boost, again due to how powerful Demoman is with them. Upgrades can go into reloading and movement speed, removing the Demoman's initial natural flaws and maximizing how fast you can eliminate targets.
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For a Demoman going on all-out offense with his Stickybomb Launcher, this setup maximizes your secondary weapon's damage potential. From the beginning, focus on your Sticky Launcher. Max out Reload Speed, get some Health on Kill, max out Firing Speed, and max out Damage. Your primary is of little consequence; the Loose Cannon's knockback ability could be handy for stalling robots, or you could use the Booties for their health boost. Your melee weapon comes down to preference; the Bottle will never hold you back, but the extra health and speed gained from a few kills with the Eyelander will help you survive provided you can reliably get those melee kills.
 
 
 
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|-
! align="center" | {{Icon weapon|weapon=Ali Baba's Wee Booties|icon-size=100x100px}}
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! align="center" | {{Icon weapon|weapon=Grenade Launcher|icon-size=40x40px}} or {{Icon weapon|weapon=Loch-n-Load|icon-size=40x40px}}
'''[[Ali Baba's Wee Booties]]'''
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'''[[Grenade Launcher]]''' or '''[[Loch-n-Load]]'''
! align="center" | {{Icon weapon|weapon=Chargin' Targe|icon-size=40x40px}} or {{Icon weapon|weapon=Splendid Screen|icon-size=40x40px}}
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! align="center" | {{Icon weapon|weapon=Scottish Resistance|icon-size=100x100px}}
'''[[Chargin' Targe]]''' or '''[[Splendid Screen]]'''
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'''[[Scottish Resistance]]'''
! align="center" | {{Icon weapon|weapon=Eyelander|icon-size=40x40px}} or {{Icon weapon|weapon=Scotsman's Skullcutter|icon-size=40x40px}} or {{Icon weapon|weapon=Half-Zatoichi|icon-size=40x40px}} or {{Icon weapon|weapon=Persian Persuader|icon-size=40x40px}}
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! align="center" | {{Icon weapon|weapon=Bottle|icon-size=40x40px}} or {{Icon weapon|weapon=Eyelander|icon-size=40x40px}}
'''[[Eyelander]]''' or '''[[Scotsman's Skullcutter]]'''or '''[[Half-Zatoichi]]''' or '''[[Persian Persuader]]'''
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'''[[Bottle]]''' or '''[[Eyelander]]'''
 
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A Demoknight set can work well in Mann vs. Machine, provided you have the proper upgrades. Your primary is an important part of the set, as it gives you more bulk and control in your charging. The rest of your set has many options, but some shield and weapon combos work better than others. Eyelander (or its alternates) and Chargin' Targe is a {{botignore|classic}} pair, giving you the peak of bulk and mobility. Chargin' Targe also pairs well with the Half-Zatoichi, as the two together can turn you into quite the juggernaut with your base resistances and ability to heal. Alternatively, the Splendid Screen sacrifices your bulk for more immediate power and mobility. Using it with the Persian Persuader lets you make charges in very short time periods. If used with the Scotsman's Skullcutter, you can kill any regular robot in a single "bash-and-slash" combo, discounting the high-health Steel Gauntlets. Upgrades should always focus on giving you crits and health boosts upon each kill, which will help you clear out entire crowds, as well as increasing your melee weapon's strength via firing rate and damage bonuses. If using the Chargin' Targe, resistance boosts will make you excellent at handling Soldier, Pyro, and Demoman robots. Bullet resistance should be invested in as well, as Scout, Heavy, and Sniper class robots will exploit your average bullet vulnerability. If using the Splendid Screen, charge recharge bonuses can let you potentially deal heavy damage without the on kill crit bonus every 4 seconds. Note that maximum recharge rate used alongside the Persian Persuader lets you perform charges almost non-stop, making you the most mobile class of the entire team. Canteens should focus on ÜberCharge, as crits on kill should be standard while you have no ammo of which to use.
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For a Scottish Resistance Demo. Use your sticky traps well; the larger amount of stickies you can have out at once makes destroying Giants easier, and you can also make multiple traps and detonate them separately as robots pass over each one. The upgrade path remains the same as the stock Sticky Launcher Demo: Reload, Health on Kill, Firing Speed, Damage; however, the Scottish Resistance's worsened ability to kill enemies close to you means you'll want a primary that you can use to fend off robots when necessary. The Grenade Launcher is well-rounded and has a bigger clip than the Loch-n-Load, but with good aim, the Loch-n-Load's greater damage per shot could be more useful. Once again, your melee is a toss-up between the Bottle and the Eyelander; the Bottle for its lack of flaws, and the Eyelander for its potential speed and health boosts.
 
|-
 
|-
 
! align="center" | {{Icon weapon|weapon=Ali Baba's Wee Booties|icon-size=100x100px}}  
 
! align="center" | {{Icon weapon|weapon=Ali Baba's Wee Booties|icon-size=100x100px}}  
'''[[Ali Baba's Wee Booties]]'''  
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'''[[Ali Baba's Wee Booties]]'''
! align="center" | {{Icon weapon|weapon=Stickybomb Launcher|icon-size=100x100px}}
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! align="center" | {{Icon weapon|weapon=Chargin' Targe|icon-size=100x100px}}
'''[[Stickybomb Launcher]]'''
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'''[[Chargin' Targe]]'''
! align="center" | {{Icon weapon|weapon=Eyelander|icon-size=40x40px}} or {{Icon weapon|weapon=Half-Zatoichi|icon-size=40x40px}}
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! align="center" | {{Icon weapon|weapon=Eyelander|icon-size=40x40px}} or {{Icon weapon|weapon=Half-Zatoichi|icon-size=40x40px}} or {{Icon weapon|weapon=Persian Persuader|icon-size=40x40px}}
'''[[Eyelander]]''' or '''[[Half-Zatoichi]]'''
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'''[[Eyelander]]''' or '''[[Half-Zatoichi]]''' or '''[[Persian Persuader]]'''
 
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For a Demoman looking to focus on his Stickybomb Launcher, this setup effectively makes the Demoman a "Sticky Tank" of sorts. A more Heavy-like playstyle is to be taken on if this set is to be used effectively. The extra health provided by the Ali Baba's Wee Booties or Bootlegger will stack nicely with the extra health provided by the Eyelander (or its alternates) or the Half-Zatoichi, which in turn will allow you to tank more damage. The Scottish Resistance is discouraged as the extended arm time won't work well with the fact that you don't have another ranged weapon at your disposal. If the robots do manage to get in your face, a few swings with your sword should clear things up.  
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A Demoknight set can work well in Mann vs. Machine, provided you have the proper upgrades: Max out your melee weapon, Movement Speed, and Resistances, particularly Bullet Resistance. The Booties are the weapon of a Demoknight, granting you additional health, and the Chargin' Targe's greater resistances than the other shields will aid in your survivability. For your melee, you have a few options. Eyelander is a {{botignore|classic}} partner for the Targe, giving you the peak of bulk and mobility at the cost of starting off weaker and preventing random crits. The Half-Zatoichi also fares well in this set, as the inability to switch weapons does not come into play, and the instant health fill on a kill can work with Health on Kill to buff you back up very easily. The Persian Persuader, meanwhile, allows you to recover your charge faster for potential escapes or advances toward your next targets.
|}
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}
  
 
=== {{class link|Heavy}} ===
 
=== {{class link|Heavy}} ===

Revision as of 21:28, 2 October 2014

RobotArmy.png
Oh, I am going to murder so many robots.
The Medic after studying some strategies

This article details strategy for the Mann vs. Machine game mode.

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 their ammo if you need any. You may also refill your weapons with ammo in the form of destroyed Engineer buildings, most commonly if a Sentry Buster has just detonated beside them.
  • Robots rarely, if ever, jump. Maps are designed so most places can be reached without jumping. If you need to evade pursuing robots, look for something to jump on or over.
    • If there are Spies on the field, you can also quickly show teammates that you are not a disguised enemy Spy by hopping.
  • 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 collects it all, and more money means more upgrades.
  • If there is a Spy robot and a Tank on the field at the same time, you can evade the Spy by standing on the Tank.
  • Spy robots often reveal their location by chuckling, even when disguised. Listen carefully for them when you can't afford to look around the field.
  • Before entering your first wave of the mission, consider your class and its weapons carefully. Once that money is invested into the class and the wave is won, you can only get one refund on previous upgrades. Switching classes mid-mission without using the Refund Credit option is an advanced tactic and should not be attempted by beginners.
    • Refunds are not made permanent until the first wave is beaten. They can be bought back without penalty at any time during Wave 1.
  • If your team keeps failing at a wave, consult the scoreboard to see who may not be contributing their fair share. The culprits may have sub-par upgrades, tactics, or weaponry. Correcting their mistakes may be a huge help.
  • Über Medic Robots always spawn with a full ÜberCharge meter and will use it if they even take the slightest bit of damage. Either make them waste their ÜberCharge early before they reach your ally's choke point or destroy them with a single blow. Demoman is the most popular class choice for this role, followed by Sniper.
  • Before each wave, before the robots are released, there will be floating holographic arrows that show the path the bomb robot will take. Use these to plan a defense. Engineers should especially take heed of these arrows to set up more effective Sentry Guns, and Demomen should leave their sticky traps where the robots will go. Most of the team should focus firepower there and locate chokepoints so you can easily pin down enemies.
    • Remember that these arrows disappear when the robots appear, and that the arrow locations change between waves. If your team fails to defend against a wave, the path may change, too. Before a wave, if a Teleporter isn't present to take you to the front lines, consider following the path for practice.
    • Enemies may stray from the path to chase down a player, so try to kill them before they take another route to the base.
    • If the robot carrying the bomb is moved off this path and then killed, the robots will go for the bomb and then take the shortest route to the hatch. Keep this in mind.
  • Robots cannot attack or be harmed until they touch the field, so Demomen and Soldiers have time to leave explosives in the enemies' path.
    • Don't be too eager. If you blast robots too early, you'll waste your ammo.
  • Bomb carriers taunt to receive their buff, and robots surrounding them stop to wait so they can travel together. Robots may also taunt after killing a player, even while being attacked. Take advantage of this time to destroy the taunting robot, but be careful: some robots have kill taunts.
  • Be wary of Sniper robots when you are in areas with open sightlines. Jump and strafe constantly just like in any real match in order to make it more difficult for robots to lock on to you.
  • Try to make your team's class composition balanced. Know the strengths and weaknesses of every class.
  • At the end of a wave, instead of running back to the upgrade station, switch classes and switch back for a fast way to come back to upgrade station between waves.
    • Be warned: if you have a killstreak weapon equipped, switching classes will end your killstreak.

Class-specific strategy

Leaderboard class scout.png Scout

  • Due to the large numbers in which robots typically spawn, the Scout is at a disadvantage when it comes to dealing damage due to his short-range, pick-oriented weaponry. To counter this, he's given a wider money gathering radius, gets health from gathering money, and respawns much more quickly than the other classes in addition to his usual faster running speed. However, he excels at killing solitary targets like tanks and giants.
  • Scout is the most popular choice for being the primary cash collector on a team due to his special abilities. Scouts should always be aware of the positions and amounts of cash around them. It will not only help them stay alive, but also help the team to afford upgrades.
  • The Scout's short respawn time means he's allowed to take risks. He can continue running back into battle again and again, even if there is no Teleporter. Even if it means getting killed, Scouts can rush to collect any money that is close to expiring without severe consequences.
  • Movement Speed and Jump Height go a long way when it comes to dodging enemy fire and general mobility. Get as much as you're comfortable with. Too much Movement Speed, and you may begin to have difficulty aiming. Too much Jump Height, and you may feel like you're on a low-gravity server.
  • Many Scouts forego upgrading their primary weapon in order to fully upgrade their Mad Milk and Resistances. This strategy maximizes Support potential and somewhat increases the likelihood of collecting all money, but putting some cash into your primary will always aid in taking down Giants and Tanks.
  • When it comes to primary weapons, you can never go wrong with the stock Scattergun, which does considerable damage at close range. However, the Soda Popper is cheaper to upgrade and deals even more damage per second, with the added bonus of increased mobility through Hype. The Force-A-Nature is comparable to the Soda Popper in terms of damage and upgrades, but your teammates may not appreciate it if you make robots bounce around every time you shoot them. The Shortstop is more expensive to upgrade, but can achieve similar maximum damage rates. It has better ranged power and provides a healing bonus, so it may be a good choice if you don't mind the increased knockback.
  • The Baby Face's Blaster can be effective since you will able gain speed for free which can be stacked while you upgrade the Scout's movement. There are always loads of enemies for the Scout to shoot so there is no real drawback when he is constantly jumping multiple times.
  • Scout's guns tend to be most effective at point-blank range. Be as aggressive as you can without dying needlessly. Attack robots from the side or from behind.
  • Mad Milk is a great assisting tool, as anyone who hits a doused robot gets a health boost, and upgraded Mad Milk slows down robots, making them easier to hit and crippling Giant Scouts' ability to run.
  • Using Bonk! Atomic Punch can allow you to grab hard-to-reach credits without fear of being blasted to oblivion.
    • ÜberCharge Canteens can work in a similar way, providing invulnerability to collect cash in dangerous areas. However, you can still attack while ÜberCharged, allowing you to mark dangerous targets with the Fan O'War or blast them with your primary weapon a few times at point blank range.
  • The Fan O'War can be very effective when you mark a Giant robot for death, since a large amount of firepower is needed to destroy them.
    • Once upgraded, a hit from the Sandman or its ball marks a robot for death like the Fan O'War does, meaning the robot will take mini-crits from incoming damage. It can be a decent replacement for players who do not own the Fan O'War, but keep in mind that the Sandman reduces the Scout's health to 110 and its upgrade to mark costs $500.
    • Only one robot can be marked at a time, so don't try to spam the FoW, and don't bother upgrading it. Don't waste your time marking a giant if it is almost dead.
  • As a Scout, you are usually the only one that can catch up to giant Scout Robots early in the mission.
  • If you are near a tank when it is destroyed, you can collect a good deal of the money dropped for an incredible health boost. Conveniently, your primaries are some of the best tank-killing weapons in the game.
  • A good Scout knows how to contribute to their team without ignoring money. Prioritize your objectives for maximum efficiency.


Leaderboard class soldier.png Soldier

  • If you have the Buff Banner equipped and your Rage meter is full, fall back to a Dispenser or ammo pack while reloading. Once you've loaded up, use the Buff Banner to boost yourself and your teammates.
    • Be aware that Sentry Guns will deal mini-crits if and only if the Engineer is under the radius.
  • Deflector Heavies can destroy your rockets, and worse, Pyros can airblast them. Attempt to fire at them from somewhere they are not aiming at.
  • Since your rockets may take a while to reach the enemy, fire towards where they're going to go rather than where they are.
  • Investing in Blast Resistance allows you to rocket jump without losing as much health.
  • The Rocket Launchers have a wide variety of upgrades available which makes them expensive to fully upgrade. Invest in fast Reload before anything else.
  • The Beggar's Bazooka in particular becomes a devastating weapon because the miss chance is a non-issue -- you're always going to hit something. Max out Reload Speed, Ammo Capacity, and Damage, with a point of Rocket Specialist and some Health on Kill, and you might stop an entire wave by yourself by repeatedly clicking M1. Don't load up rockets very often; the most efficient way to deal damage with the Bazooka is to launch them one by one, never having to reload.
  • An upgraded Righteous Bison can be a powerful tool. Investing in faster Reload and Firing Speed can allow a Soldier to take down large groups of robots by himself.
  • Consider the Cow Mangler 5000 for this mode. Its infinite ammo will help in taking out large groups of robots, but do not spam the charged shot; it will always use up your entire clip, no matter how big it is, for mere mini-crit damage. You also cannot be crit boosted, so tell any Kritz Medics to charge someone else.
  • Soldiers, along with Pyros and Stickybomb Launcher/Scottish Resistance Demomen, are effective at defending the spawn point if the team is pushed back, since they can quickly fire at robots about to deploy the bomb without needing to aim well.
  • Avoid getting too close to groups of robots due to your rockets' splash damage.


Leaderboard class pyro.png 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.
    • A Pyro with upgraded airblast can single-handedly delay bomb carriers on some maps while the rest of the team focuses on killing a tank.
  • 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.
    • When Spy bots arrive on the map, fall back to the Engineer's Sentry Gun, possibly with a Homewrecker or a Neon Annihilator, to keep his nest intact as long as possible, and remember to Spy check all teammates.
  • 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. The Detonator sacrifices critical hits on burning targets, but you can ignite multiple robots at once.
  • Using a Übercharge canteen and your Axtinguisher can allow you to stand up to giants and take them down in short order. Equip the Degreaser to hasten your weapon switch.
  • Because of the Pyro's tendency to get close and personal to deal damage, a Return to Base Canteen allows the class to have a quick escape and even chasing power.
  • A crit-boosted Pyro can be a reliable and continuous source of damage against Tanks, due to the Flamethrower's high damage rate. Using a Critical Hit Boost canteen or pairing with a Kritzkrieg-wielding Medic, a Pyro can deal very significant damage to a Tank.
  • Although the Phlogistinator sacrifices support options, investing in some resistance upgrades and health-per-kill upgrades, combined with well-timed use of the health refill, can allow a Pyro to take on more of a tank role. Along with a Critical Hit Boost or Übercharge canteen, you can even take out giants and any Medic bots attached to them single-handedly. Just keep an eye on your ammo reserves, and don't be afraid to invest in some ammo upgrades if you feel you need it.
  • The Phlogistinator can increase your Mmmph meter from attacking the tank. This means you have critical hits on the tank the majority of the time. On most maps, a Pyro can even defeat the tank by themselves with damage upgrades.
  • Robots always suffer the duration of an afterburn as their Pyro teammates do not airblast them. A hit-and-run strategy combined with burn damage/time upgrades suits the Pyro well.
  • The Backburner's guaranteed critical hits from behind mean that you can take on an ambushing support role, quickly cleaning up the remains of a robot mob in coordination with a Sentry or Heavy/Medic combo, or softening up an incoming wave to be dispatched by your allies.
  • The Third Degree is invaluable when dealing with Giant Heavies and their retinues of Quick-Fix Medics. Use an ÜberCharge canteen to close the distance, then attack the Medics with your weapon to remove the giant's source of healing. Once you hit them with your axe, the giant's attention will be on you, so you may want to have more than one ÜberCharge to assure your safety.
    • If you are able to sneak in, a crit boosted attack from the Third Degree will eliminate all the Medic Bots in one shot. Consider this strategy if you lack a convenient way to dispatch a group of Über Medics healing a giant.
  • Make use of the corner to ambush a group or a giant Robot.


Leaderboard class demoman.png Demoman

  • The robots follow pre-set paths, so Sticky carpets are more effective than in normal gameplay. Upgrade for maximum effectiveness.
    • The Scottish Resistance is a very viable weapon to keep, as it is cheaper to fully upgrade than the stock Sticky Launcher, and its downsides are largely irrelevant due to the predictable nature of robot movement.
    • Buy Reload Speed and Firing Speed so you fire more projectiles in a shorter period of time, and some Health on Kill to keep yourself alive. Then max out Damage.
    • The Critical Hit Canteen can be used to make fatal Sticky traps for giants and chip a chunk of health off of tanks.
  • Tanks are easy targets for your Grenade Launcher because of how big they are, and unupgraded grenades do more damage to them than unupgraded stickies. However, if you are upgrading mainly your Stickybomb Launcher, use it against Tanks as well as robots, and do not split your cash between two offensive weapons.
  • While not as effective damage-wise as the stock Grenade Launcher, the Loose Cannon can be used as a sidearm for dealing with popped Über Medics and for resetting the bomb.
  • If you have a Kritzkrieg Medic, have him charge you during Setup to plant critical Sticky Bomb carpets before the next wave starts. There is no penalty for doing this, as a Medic's Ubercharge builds up quickly during Setup.
    • However, if no powerful robots appear in the wave until deep into it, the critical Stickies will often make no difference. Weak common robots would be easy to kill anyway, and a Demoman saving the critical Stickies for a Giant will often lead to either the team getting pushed back so far that he cannot focus on the robot spawn where he laid them, or his death and loss of his Stickies.
  • Avoid getting too close to groups of robots; Demoman's explosive weaponry is not made for close combat.
  • One of Demoman's biggest jobs in Mann vs Machine is killing Uber Medics, as a Sticky trap can take away all of their health in one blow, not allowing them to Uber. Be aware of when Medics spawn, and, if they make it deep into the map, where they are.
    • Demoman excels at killing Quick-Fix Medics, too; while they cannot Uber, laying a Sticky trap and waiting until the patient passes over them will allow you a clear shot at blowing the Medics up.
  • If you plan on Demoknighting, consider using the Chargin' Targe, as it has higher resistances than the Splendid Screen & Tide Turner, and you'll rarely make use of a shield bash or require high turning control. Rack up heads with an Eyelander to improve your survivability, and upgrade Movement Speed on top of that to be able to circle-strafe most Giants and avoid their devastating attacks while you attack their legs.
    • Demoman's melee weapons not only have Damage upgrades, but can also be upgraded to grant up to four seconds of full crits on a melee kill. This, combined with Health on Kill and Attack Speed on your melee weapon, can make you hard to kill.