Difference between revisions of "Community Mann vs. Machine strategy"
Guybrush20X6 (talk | contribs) (Needs work I know. Help appreciated.) |
Guybrush20X6 (talk | contribs) |
||
Line 1: | Line 1: | ||
− | |||
== General Strategy== | == General Strategy== | ||
Line 17: | Line 16: | ||
* 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 | + | * The robots follow pre-set paths so Sticky Bomb carpets are more effective than in normal gameplay. Upgrade for maximum effectivness. |
* | * | ||
− | ===Heavy=== | + | ===[[Heavy]]=== |
− | * | + | * Unique to Heavy is the unlockable ability to shoot and destroy projectiles with his Primary. Use this to counter Giant Soldiers. |
* | * | ||
− | ===Engineer=== | + | ===[[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=== | + | ===[[Medic]]=== |
− | ===Sniper=== | + | ===[[Sniper]]=== |
− | ===Spy=== | + | ===[[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
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 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