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− | Cet équipement met l’accent sur la tactique de faire des dégâts en restant protégé. Le {{item name|Scattergun}} est plus efficace sur la carte [[Mannworks/fr|Mannworks]] où vous pouvez facilement attaquer les ennemis par les côtés, alors que le {{item name|Soda Popper}} nécessite plus de précision mais perd la possibilité d’harceler les ennemis. Il vous donne néanmoins une période de mini-crits non-négligeable qui vous permet d’être plus puissant à longue portée. Le {{item name|Pretty Boy's Pocket Pistol}} est une arme un peu plus faible, mais vous donne un bonus de santé en échange d’une vulnérabilité aux dégâts par le feu qui peut être compensée à l’aide d’une amélioration de résistance. Vous pouvez donc vous permettre de prendre un peu plus de risques lorsque vous foncez vers un groupe de robots ( du moment que ce ne sont pas des | + | Cet équipement met l’accent sur la tactique de faire des dégâts en restant protégé. Le {{item name|Scattergun}} est plus efficace sur la carte [[Mannworks/fr|Mannworks]] où vous pouvez facilement attaquer les ennemis par les côtés, alors que le {{item name|Soda Popper}} nécessite plus de précision mais perd la possibilité d’harceler les ennemis. Il vous donne néanmoins une période de mini-crits non-négligeable qui vous permet d’être plus puissant à longue portée. Le {{item name|Pretty Boy's Pocket Pistol}} est une arme un peu plus faible, mais vous donne un bonus de santé en échange d’une vulnérabilité aux dégâts par le feu qui peut être compensée à l’aide d’une amélioration de résistance. Vous pouvez donc vous permettre de prendre un peu plus de risques lorsque vous foncez vers un groupe de robots ( du moment que ce ne sont pas des Pyros ). L’{{item name|Atomizer}} vous donne avec son troisième saut la possibilité de fuir rapidement ou de changer de direction en plein saut en cas de besoin. Privilégiez les améliorations augmentant la capacité maximum et la rapidité de rechargement de l’arme principale, les balles qui traversent les ennemis, les bonus de santé pour chaque ennemi tué et les résistances ( au feu en particulier ). |
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Revision as of 22:22, 29 August 2012
Cette page est en cours de traduction en français. Si vous parlez français, écrivez sur la page de discussion ou contactez ceux qui ont déjà contribué à cette page (en regardant l'historique). |
« | Je suis prêt à détruire des robots!
Cliquer pour écouter (en Anglais)
— Le Heavy après avoir étudier des stratégies
|
» |
Cette page traite de la stratégie communautaire du mode de jeu Mann vs. Machine en général.
Sommaire
Stratégie générale
- Le travail d’équipe est plus important que jamais. Communiquez avec vos alliés autant que possible.
- Les robots ne laissent pas tomber de munitions, repérez donc les emplacements des caisses de munitions et tenez compte des Engineers qui peuvent placer leur Distributeur aux endroits appropriés. Les joueurs tués laissent toujours tomber leurs armes, donc si votre coéquipier venait à être tuer, profitez-en pour prendre les munitions dont vous avez besoin. Vous pourrez aussi en récupérer avec des débris de bâtiments construits par les Engineers, puisque ceux-ci sont fréquemment détruits par les Sentry Buster.
- Les Tanks ne causent pas de dégâts aux joueurs, alors n’hésitez pas à vous rapprocher aussi près que possible quand vous tentez d’en détruire un.
- Essayez de ramasser tous les crédits que les monstres laissent tomber. L’Administratrice offre un bonus de 100$ si l’équipe réussit à collecter tous les crédits, et plus d’argent signifie plus d’améliorations.
- Si un robot Spy et un tank sont présents sur le terrain en même temps, vous pouvez échapper au Spy en restant au-dessus du tank.
- Avant d’entamer la première vague de la mission, choisissez soigneusement votre classe et vos armes. Une fois que de l’argent est engagé et que la vague est gagnée, vous ne pouvez plus récupérer l’argent investi sur les améliorations précédentes. Par conséquent, la composition initiale de l’équipe est primordiale étant donné que vous perdrez de la puissance si vous changez de classe en plein milieu de la mission. Mettez-vous d’accord sur le choix des classes et des armes de chacun avant le début de la mission.
- Si l’équipe échoue une même vague continuellement, achetez des améliorations différentes avant le début de la vague, par exemple, si le tank déploie la bombe à chaque fois avant que vous ne l’ayez détruit, optez plutôt pour l’achat d’un Boost de Coup Critique d’une [[Canteen/fr|Template:Dictionary/items/canteen]]. Si cela n’est toujours pas efficace, proposer à votre équipe de recommencer la mission.
- Les Über Medics apparaissent toujours avec une Übercharge prête et la déploie s’ils reçoivent le moindre dégât. Vous pouvez soit leur faire déployer avant qu’ils ne parviennent jusqu’à votre base, soit les détruire en un seul coup.
- Avant le début de la vague et l’arrivée des robots, des flèches holographiques vous indiqueront le chemin que les robots porteurs de la bombe parcourront jusqu’à votre base. Servez-vous en pour établir une stratégie de défense, en particulier les Engineers qui doivent en tenir compte pour un placement efficace de leur mitrailleuse, ou les Demomen pour mettre en place leurs bombes collantes avant l’arrivée des robots. La défense doit donc être concentrée dans cet endroit en surveillant la base, ce qui vous permet de venir facilement à bout de tous les ennemis.
- Souvenez-vous que ces flèches disparaissent lorsque la vague commence, et que leur localisation change entre chaque vague. Si la défense échoue, le chemin peut donc changer. Avant le début d’une vague, s’il n’y a pas de téléporteur pour vous emmener sur le front, suivez le chemin pour bien vous souvenir de son emplacement.
- Il arrive que les ennemis empruntent un autre chemin lorsqu’ils poursuivent un joueur, alors tentez de les tuer avant qu’ils ne suivent une autre route vers la base.
- Gardez à l’esprit que si le robot porteur de la bombe se fait tuer en dehors du chemin indiqué avant la vague, les autres robots se dirigeront vers la bombe et emprunteront alors le chemin le plus court vers la base.
- Les robots ne peuvent attaquer ou être attaqués lorsqu’ils sautent vers le terrain, les Demomen et les Soldiers peuvent donc anticiper en tirant sur le chemin des ennemis.
- Ne soyez pas trop pressé. Si vous tirez sur les robots trop tôt, l’explosion les dispersera et ils seront ainsi plus durs à éliminer, et l’argent sera plus difficile à récupérer.
- Le porteur de la bombe raille afin d’obtenir son ou ses bonus, et les robots l’entourant s’arrêtent pour l’attendre. Ils peuvent également railler après avoir tuer un joueur. Profitez de leur vulnérabilité pour les éliminer facilement.
Scout
- En raison de la nature défensive de ce mode, le Scout est désavantagé avec sa faible santé et ses armes à courte portée. Pour compenser cela, il possède un plus large rayon de ramassage de crédits, l’argent lui donne un bonus de santé et il réapparaît plus rapidement que les autres classes.
- Les Scouts doivent toujours faire attention à l’emplacement et à la taille des piles d’argent qui sont autour d’eux. Dans certains cas, il est plus judicieux de foncer vers les ennemis en récupérant les crédits qu’ils laissent tomber, vous fournissant la santé nécessaire pour attaquer ou fuir.
- Le rôle du Scout ne se limite pas au ramassage de l’argent; à l’aide des améliorations qui permettent aux tirs de son arme principale de traverser les ennemis, il peut éliminer des groupes de robots à courte portée. Chaque arme principale du Scout a son utilité : le Fusil à dispersion possède le plus gros chargeur, la Force-de-la-Nature inflige un recul, le Rafraîchisseur offre une période de mini-crits et l’Arrêt-court et l’Exploseur de Tête d'Ange permettent de faire des dégâts à partir d’une distance plus sûre.
- Une fois le Marchand de sable amélioré, sa balle peut marquer un ennemi à mort, de la même manière que l’Évent-taille, ce qui signifie que les dégâts que recevra le robot marqué seront des mini-crits. Le Marchand de sable et l’Assassin emballé peuvent aussi être améliorés de manière à obtenir des balles supplémentaires, ce qui permet de marquer plusieurs cibles.
- Le Lait frelaté est un bon complément étant donné que n’importe quel coéquipier qui touche un robot peut récupérer de la santé. De plus, améliorer le Lait frelaté ralentit les ennemis touchés, ce qui les rend plus facile à éliminer. Il peut également être utile pour démasquer les robots Spy.
- Le Bonk! Atomic Punch peut être utilisé pour détourner l’attention des robots géants ou bien récupérer de l’argent en toute sécurité.
- Tenter de détruire un Tank est plutôt inutile pour un Scout, mais si vous êtes dans les environs lorsqu’il est détruit, profitez-en pour collecter le maximum de crédits et ainsi bénéficier d’un bonus de santé considérable.
- Un Scout qui investit dans de nombreuses améliorations de résistance, associées à un important bonus de santé fournit par l’argent collecté est un excellent moyen de distraction pour les robots, ce qui permet aux alliés de les tuer en sûreté.
- L’ensemble d’objets La Livraison Spéciale peut être très utile avec son effet augmentant la santé maximale du Scout de 25.
- C’est risqué, mais vous pouvez envisager d’engager tout votre argent dans l’achat de résistances et d’augmentations de la vitesse, en utilisant exclusivement votre arme de corps à corps. Collecter les crédits sera alors plus efficace, vous encaisserez beaucoup de dégâts, l’argent récolté vous maintiendra au maximum de votre santé et vous serez plus rapide que n’importe quel robot même plus puissant que vous.
- Le Scout est la seule classe capable de rattraper les Robots Scout des premières vagues. Étant donné que ces vagues ont tendance à être composée de nombreux robots Scout, soyez vigilant si l’un d’eux porte la bombe et se rapproche de la base.
Exemples de combinaisons | ||||
---|---|---|---|---|
Combinaison | Utilité | |||
Un équipement pour un Scout orienté offensif-support. La Force-de-la-Nature peut être cruciale au cas où le porteur de la bombe est proche du point où la bombe est lâchée, ou bien près d’une fosse dans la carte Coal Town. Le Lait frelaté amélioré permet de ralentir les robots et rend non seulement la destruction des robots géants plus facile, mais apporte un support à votre équipe pour plus d’efficacité. Le Marchand de sable ne sert pas juste à étourdir les robots, il peut également les marquer à mort avec une certaine amélioration. Utiliser le Marchand de sable et le Lait frelaté ensembles sur les robots géants ou les Sentry Buster rend leur destruction plus simple pour votre équipe. Les améliorations doivent avant tout être centrées sur l’augmentation de votre potentiel offensif, telles que la taille du chargeur , le temps de rechargement, les bonus de dégâts et la cadence de tir de votre arme principale. Privilégiez également les améliorations réduisant le délai de rechargement nécessaire pour le Marchand de sable et le Lait frelaté. | ||||
Cet équipement est axé sur le ramassage en toute sécurité des crédits lâchés par les robots, et détourner l’attention des robots géants. L’Exploseur de Tête d'Ange permet d’augmenter la vitesse du Scout pour avoir plus de chances de récupérer l’argent avant qu’il ne disparaisse, mais lui laisse aussi la possibilité de faire des dégâts à partir d’une distance sûre. Le Bonk! Atomic Punch garantit non seulement au Scout un moyen de récolter les crédits sans risques, mais permet de distraire les robots géants, tels que les Deflector Heavies ou les Giant Pyros, donnant à vos coéquipiers une chance de les éliminer avec une portée efficace. La Batte est recommandée puisqu’elle ne possède aucun désavantage de vulnérabilité ou de santé, ce qui est utile durant la collecte de l’argent en dehors de l’effet du Bonk! Atomic Punch. Privilégiez les améliorations concernant la résistance et/ou la régénération de la santé du Scout, étant donné que celui-ci devra rester en vie même en sautant directement en plein milieu d’un groupe de robots si besoin est. | ||||
ou |
Cet équipement met l’accent sur la tactique de faire des dégâts en restant protégé. Le Fusil à dispersion est plus efficace sur la carte Mannworks où vous pouvez facilement attaquer les ennemis par les côtés, alors que le Rafraîchisseur nécessite plus de précision mais perd la possibilité d’harceler les ennemis. Il vous donne néanmoins une période de mini-crits non-négligeable qui vous permet d’être plus puissant à longue portée. Le Pistolet de Poche du Beau Gosse est une arme un peu plus faible, mais vous donne un bonus de santé en échange d’une vulnérabilité aux dégâts par le feu qui peut être compensée à l’aide d’une amélioration de résistance. Vous pouvez donc vous permettre de prendre un peu plus de risques lorsque vous foncez vers un groupe de robots ( du moment que ce ne sont pas des Pyros ). L’Atomiseur vous donne avec son troisième saut la possibilité de fuir rapidement ou de changer de direction en plein saut en cas de besoin. Privilégiez les améliorations augmentant la capacité maximum et la rapidité de rechargement de l’arme principale, les balles qui traversent les ennemis, les bonus de santé pour chaque ennemi tué et les résistances ( au feu en particulier ). |
Soldier
- Upgraded banners can affect all teammates, meaning more ground can be covered rather than clustering around the Soldier.
- Be aware that Sentry Guns will only deal mini-crits if the Engineer is under the radius.
- Be aware that Giant Deflector 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.
- The Rocket Launchers have a wide variety of upgrades available which makes them expensive to fully upgrade. Invest in fast reload before upgrading clip size as rockets are loaded one by one.
- 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 clip size and reload speed and you might stop an entire wave by yourself.
- The Half-Zatoichi already fully heals on a kill, so adding a heal on kill upgrade means free overheal. It isn't recommended to use the sword regularly due to the honorbound mechanic, but since no robots use one, it's relatively risk-free for a one on one fight against stragglers. Destroying a tank with the sword does not grant a health boost.
- An upgraded Righteous Bison can easily take down swarms of enemies. Investing in faster reload and firing speed can turn a Soldier carrying one into a One-Man Army.
- Consider the Cow Mangler 5000 as your primary weapon for this mode. The Cowmangler's infinite ammo and extra clip are sure to be helpful in taking out large groups of robots without needing to worry about your ammo. Note, however, that the charged shot will still use up all of your clip, even if you've purchased clip upgrades.
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 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 Crits Power Up 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 the crit boost and an Über 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.
- 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 Ubercharge canteen to close the distance, then attack the Medics with your weapon to remove the giant's source of healing.
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.
- 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.
- 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.
- 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.
- 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!
- If possible, between each waves, request a Kritzkrieg Medic to allow you to plant critical Sticky Bomb carpets before the next wave starts, as stickybombs don't lose their critical state while planted and 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 Kritz Canteen or two.
- 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.
- As with the Soldier, invest in faster reload time so you don't spend so much time reloading your Grenade Launcher or Stickybomb Launcher.
Example Combinations | ||||
---|---|---|---|---|
Combo | Usage | |||
or | or | or or or or or
Bottle or Frying Pan or Conscientious Objector or Saxxy or Scottish Handshake or Ullapool Caber |
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 singlehandedly 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 crits, 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. | |
or | or | or or or or or
Eyelander or Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron or Scotsman's Skullcutteror Half-Zatoichi or Persian Persuader |
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 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 charge impact and swing, 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. Cantenes should focus on ÜberCharge, as crits on kill should be standard while you have no ammo of which to use. |
Heavy
- Unique to the Heavy is the unlockable ability to shoot and destroy projectiles with his primary weapon. Use this to counter Soldiers and Demomen (esepcially the Giant Rapid-Fire versions of them).
- Also unique to the Heavy is the Rage upgrade, which 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. Don't use the Rage on Tanks since they can't be knocked back.
- Penetrating primary fire makes an excellent upgrade against swarms of robots as your bullets can hit more of them at once, increasing your damage potential.
- Watch out for Sniper bots! You're easy pickings for them if you stay in an open area for too long.
- Watch your back when Spies appear. Don't be afraid to give any approaching ally a quick burst or punch, just to be safe.
- 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.
- The Brass Beast can be useful for situations that require high damage, such as waves with tanks or giant robots.
- Natascha can slow down the horde, making it easier for you and your teammates to mop up the robots.
- While the Tomislav can allow you to react quicker when swarmed by bots and keep you mobile, the lower firing rate will only hamper your stopping power, especially when faced with giants and tanks.
- If a tank is going to enter the field, consider grabbing a crit canteen from the Upgrade Station. Combine it with your Minigun's continuous firing ability to effectively deal damage to the tank.
Example Combinations | ||||
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Combo | Usage | |||
or or or
Minigun or Iron Curtain or Brass Beast or Huo-Long Heater |
A classic Heavy set, used within Mann vs. Machine. Your primary choice depends on what playstyle fits you when Heavy. Minigun and Iron Curtain are for being able to keep cover around corners while keeping up firepower against the enemy. Brass Beast sacrifices mobility for more sheer power against crowds. Huo-Long Heater chews up ammo quickly, but is very synergistic with any Dispensers an Engineer on your team may have. The Sandvich is recommended above other secondaries, due to how you will never use your shotguns if you mind your ammo, while your other lunchbox items aren't as efficient at keeping you on the field. In addition, having a Sandvich is a huge asset for your teammates, as it can heal your Medics, Engineers, and other teammates at low health, keeping the team's momentum by keeping them alive. The Gloves of Running Urgently maximizes your mobility, and should always be used in this mode as a default if you're taking an offensive role as Heavy. Upgrades should go into your primary's firing speed, which further increases your offensive presence, as well as health regeneration, ammo capacity, and Sandvich recharge rate. ÜberCharge, crit, and ammo refill cantenes are all good options for the Heavy, which one you choose being a matter of the situation at hand. | |||
A loadout that allows Heavies to stall mobs of fast-moving enemies, such as Scouts and Pyros. Purchase penetration and knockback upgrades early. When combined with Natascha's inherent slowdown effect, you will be able to shut down the forward momentum of Giant Robots, while at the same time damaging support units such as Quick-Fix or Über Medics. The Sandvich can be used to quickly regenerate health if you start to run low. If your position is overrun, the Fists of Steel can be used to quickly withdraw while shielding yourself from enemy fire. Alternately, you can use the protection afforded by the Fists of Steel to safely redeploy from location to location, while minimizing damage from ranged weapons. |
Engineer
- Before the wave begins, all your buildings cost no metal, build instantly, and automatically upgrade to level 3 upon placement. Use this to your advantage.
- Ammo and metal are harder to come by in this mode because robots don't drop their weapons when destroyed. This makes Dispensers extremely important, especially for ammo-chewing classes like Heavy and Pyro. Before each round begins, be sure you have a Dispenser set up where everyone can reach it quickly (including you, in case it gets sapped) but not in such obvious sight that the robots target it.
- 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.
- Sentry Guns are vital for controlling chokepoints and dealing big damage to giants and the tank, but they attract Sentry Busters. Keep an eye out at all times.
- 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.
- If a Sentry Buster targets your Sentry Gun and you pick it up before the robot activates, the Sentry Buster will chase you instead, arming when it gets near you. This is another tactic you can use to save your Sentry Gun, and it will count for the achievement Real Steal. During a lull, you may also lead the Sentry Buster to your teammates, who can finish it off.
- If you want to easily survive a detonation from a Sentry Buster, buy an Übercharge Canteen and stand next to your Sentry Gun. Deploy the Canteen's buff when the Sentry Buster crouches, and you and your Sentry will be safe from harm for five seconds. To keep your nest intact, you can also use the above tactic to lead the Sentry Buster away from your other buildings, or pick up a second building to shield it.
- More Engineers on a team means more Sentry Busters per wave. Sometimes more than one Sentry Buster will appear at once, so be prepared for them.
- Use a Teleporter to cut the travel time between base and the front lines. It may make the difference between safety and Payload delivery. Investing in the two-way teleporter upgrade also makes it much easier for the Engineer to get out of a Sentry Buster's range, since you can teleport back to the entrance before it gets to you.
- If a single tank is coming and you haven't upgraded to a two-way Teleporter yet, consider building your Teleporter backwards (exit at the base), then haul the Sentry Gun when the tank passes you by.
- Do not build your Teleporter exit next to your Sentry Gun and Dispenser, so if a Sentry Buster arrives on the field, it'll be one fewer building to worry about getting destroyed.
- It is best to build your Sentry Gun near an edge. Not only does it give you height advantage and protection, but the edge will also serve as an escape route from Sentry Busters, as their explosion will not affect targets on lower ground.
- Be especially careful where to place your Buildings on waves with Soldiers and Snipers as more difficult hordes love to pick off Buildings from across the map. Use the walls and your environment to prevent them from being seen.
- Consider using your Wrangler if you have one. When you have a 100% upgraded Sentry Gun, the giants will fall very quickly. However, your Sentry Gun is much more accurate than you are, and more efficient as well. Let it take out the regular bots on its own, as Wrangling it against them will increase the likelihood of several getting past you, especially if one of them is the bomb carrier.
- Use your Frontier Justice to rack up revenge crits very quickly from your Sentry Gun. Close-range crit-boosted shots from the Frontier Justice will deal 180 damage. Multiple shots can chip away at a tank or giant robot's health.
- Using the Destruction PDA on your Sentry Gun will still give you revenge crits for the Frontier Justice. Doing this between waves is smart because you can instantly rebuild your Sentry Gun to level 3 after you destroy it.
- In the hands of a decent shot, a Widowmaker can keep you filled with metal. So long as you produce more damage than you consume metal in the shot, you come out ahead, and even the odd bad shot can be made up with a good hit next shot. And it never needs reloading. Maxing out your maximum metal and investing in a pierce shot upgrade can provide you with a near unlimited amount of ammunition if your aim is sharp.
- Buying an additional Sentry Gun will let you place a disposable Mini Sentry Gun so you can spread more damage with both Sentry Guns.
- When the additional Sentry Gun is destroyed, any kills it has gotten also get added as revenge crits for the Frontier Justice.
- Use Building Upgrade 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 its 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 or is being sapped.
- Faster classes know how to circle-strafe. Your Sentry Gun is not safe if you leave it among a group of robots.
Example Combinations | ||||
---|---|---|---|---|
Combo | Usage | |||
or or | or or or
Wrench or Golden Wrench or Saxxy or Jag |
A standard Engineer loadout, and possibly one of the most important loadouts in any Mann vs. Machine team. Your primary depends on your personal tastes. The Shotgun is reliable and doesn't rely on any factors besides its own ammo, while the Frontier Justice can potentially turn you into a glass cannon should you lose a sentry to a Sentry Buster. Pomson 6000 doesn't require ammo, though its use fluctuates depending on what it's being fired at. The Wrangler is a very powerful tool, as it lets you kill Snipers from afar, handles crowds and giants at a safer distance, and provides additional fire-power against Tanks. Be aware that you cannot move your Sentry while it is being wrangled, meaning if a Sentry Buster exploding your nest is imminent, then switch weapons before it's too late. Your Wrench and its variants are the Engineer's best melee weapon, as it doesn't have the drawback of fire vulnerability, which Pyros will take advantage of, and allows you to move your buildings, a trait essential with Sentry Busters running about. The Jag can be used instead, though it offers less melee potential against Spy-bots. Canteens should focus on instant building upgrades, as they are cheap and vital to maintaining your team's defense should your sentry break. Upgrades can go exclusively into strengthening your Sentry Gun, though faster firing speed for your melee is also extremely helpful, as it lets your Sentry take more DPS during the enemy's pushes. | ||
This layout sacrifices the Engineer's raw sentry power for survivability and personal firepower. The advantage of not attracting Sentry Busters is a niche only possible with the Gunslinger, as Mini Sentry Guns do less damage yet rebuild cheaply and quickly. A second Mini sentry can be built with an upgrade, letting you deal damage near constantly at chokepoints between you and your two Sentry Guns. The Widowmaker, when paired with Metal upgrades, can be a constant stream of Shotgun blasts. Piercing upgrades with the Pistol, while not going to match the power of your Widowmaker, give you a chance to regain metal and release back-to-back shots, all without letting up on the pressure. Your canteen doesn't really matter, due to how ammo refill isn't really necessary while ÜberCharge is too expensive for you to effectively make use of it. Upgrades on your metal capacity and firing speeds will work best with this layout, due to how you'll want to make up for your Sentry Gun's firepower by providing instant barrages of shots from your Sentry Guns and Widowmaker. |
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.
- Adding to the above, using the Kritzkrieg with an Übercharge Canteen may be better for your funds and time than a Medi Gun and Kritz Canteen. The Kritzkrieg builds Über faster than the Medi Gun and an Übercharge Canteen costs less to buy than a critical hit 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 ÜberCharge meter. Try pairing the Heal Rate upgrade with the ÜberCharge Rate upgrade to offset this.
- All classes can purchase health regain upgrades, but the upgrade stacks with the Medic's natural health regain. Use it to shrug off lesser damage and to retreat and recover in more serious situations.
- If there is a non-Demoknight Demoman in your team, use the Kritzkrieg so you can help him lay critical stickybombs on the field before each wave. It's a better choice than Kritz Canteens because the increased charge rate means you can deploy an Über more than once if needed, and it costs no credits.
- Equip the Übersaw if you feel you'll need to deploy an ÜberCharge often. It's easiest to use it on small robots about to deploy the bomb.
Sniper
- Your role is to eliminate high-profile targets including Medic Robots, Giant Robots, Sentry Busters, and other bomb carriers roughly in that order of priority. Although halting the bomb's progress is critical, your ability to deal tremendous single-shot damage at range means that you should prioritize targets which you can destroy much more quickly than any other class (except for an upgraded Spy).
- If you are not confident in your headshot skills, upgrade primary weapon damage and charge speed before waves with Über Medics such that you can deal at least 150 damage with a fully charged body shot. This will ensure that the Medics will go down without the chance to deploy ÜberCharges. Even if you are good at scoring headshots, it may be difficult to get Medics' heads in view quickly enough due to their tendency to stay behind their giant partners. Being able to one-shot them in the wheel or arm could mean the difference between facing an Übercharged giant or not.
- Giants move at half the speed of regular Robots (except 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. This is especially useful against Super Scouts.
- 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. Alternatively, the Razorback can be equipped during rounds with Spies; it has no upgrades so it costs no credits to use at maximum effectiveness.
- 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. In general, the Machina can almost be considered a straight upgrade over the Sniper Rifle in MvM because of its improved damage, built-in penetration, and the fact that you're not terribly concerned about tracers giving away your position.
- Explosive headshots can also be useful for taking on multiple, especially at chokepoints. However, be careful when targeting groups of Über Medics. Lethal charged body shots are preferable to explosive headshots in this situation, since the explosion may deal nonlethal damage to nearby Medics and trigger Übercharge deployment.
- The Huntsman can be modified to give bleed on hitting a target. Only one point is necessary in this upgrade, as the smaller bots should be dying fairly quickly, while you can reapply the bleed with repeated shots on giants, which you should be focus firing on anyway.
- Spy robots will try to backstab you even if you have a Razorback, so you can equip one to draw Spies near.
- Although difficult and risky, keep in mind that the Skewer taunt can be used to stun and damage Giant robots and Sentry Busters.
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 a Sapper can be used again.
- Upgraded Sappers can disable robots in a radius and slow down giant robots to make them easier to destroy. Use this to temporarily disable Sentry Busters, counter Major League Scout's exceptional ability to carry bombs around the battlefield, cut off a Giant's healing sources from several Medic Robots, and stab large groups of robots that are separated from the pack in safety.
- Robots are always fooled by a disguised Spy, even when you sap them, sap their teammates beside them or bump into them. Unless you are on fire or disguise in front of them, robots will not suspect you.
- The Red-Tape Recorder makes affected robots run backwards.
- 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.
- Be quick to hide or pull out the Dead Ringer as the Giant will immediately try to target you if the stab doesn't kill them.
- The Dead Ringer is useful as after fake death is triggered the robots will be completely fooled. Retreat and disguise while invisible.
- Tanks cannot 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 them.
- Heavy Gauntlets 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 in multiple resistances allows the player to stay in the front lines longer.
- Consider purchasing the +25 Health on Kill Upgrades for your Knife, meaning each of your backstabs will grant you a health boost, giving you a chance to soak up hits before escaping.
- Robots are likely to detect nearby backstabs, albeit with a small delay. Upgrading your knife's attack speed allows you to backstab more robots, and even land one or two more backstabs to a Giant, before being discovered.
- Consider having a Canteen with Return to Base equipped to escape quickly if spotted.
- Whichever disguise you decide to use is largely irrelevant, as the bots will be fooled either way. However, be sure to use disguises that keep you mobile, such as a Pyro or Engineer, as it will help you avoid getting accidentally damaged by a stray shot from a bot.
- You're usually in the best position to take out Medic bots when they come on the field. Sap them to cut off their healing to their patient, then plant your knife into their circuitry before they can recover.
- Be careful if you're cutting off healing sources of a Giant. Even when disabled by a Sapper, they will still notice a backstab has happened nearby and will immediately target you.
- The Ambassador is great to use in this mode, as bots travel in predictable paths, and giants especially are slow, easy targets with large hitboxes, ripe for headshots. If a situation is too dangerous to get in close, try sniping your target(s) from a distance.
- Keep a mental note of where the two pushes are fighting at all times. Even with a disguise on, you may end up getting caught in the crossfire.
Example Combinations | ||||
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Combo | Usage | |||
or or or or
Revolver or Big Kill or Ambassador or L'Etranger or Enforcer |
A Spy's role in Mann vs. Machine is greatly changed. For this game mode, a Spy may need to be more agressive, and to pick targets wisely. For the most part, a Spy should focus on sapping and disabling large groups of robots for the other team members to kill, as well as dealing significant damage to large threats, especially giants. While giants are not instantly killed by a backstab, with the proper upgrades, the Spy should be able to do a significant amount of damage. Initial upgrades should be focused on increasing the radius of the Sapper, as the Spy's weapons are unable to deal the sustained damage to the robot hoard that is prefered in this mode, and the Sapper will be able to immobilize non-giant robots long enough for your teamamtes to dispatch them. Afterwards, upgrades should focus on defences and/or the Spy's knife. The Dead Ringer is the prefered Invisibility Watch, as you will be on the front lines quite often, and the robots will likely focus on you if they realize you are a Spy. The Big Earner is the prefered knife, as it will give you a way to refill your Cloak quicker, as the robots do not drop weapons you could use to refill your Cloak, and robots are always initially fooled by your disguise (even if they bump into you), so you will not have to worry about Spy checking as long as they do not see you disguise. These factors can make the health reduction of the Big Earner negligible, especially with quick use of the Dead Ringer. Your Revolver choice is largely optional, because the damage output of the Revolver is negligible in this mode. In fact, it may be wise to change revolvers between waves depending on the situation should you choose not to upgrade them. The stock Revolver is more versatile. The Ambassador should be considered if you're confident in your aim, as well as the robots moving in predictable paths. The L'Etranger provides another way to refill your Cloak, and should be used in situations with a large number of robots. The Enforcer is more useful against Tanks. If you do not upgrade your Revolver, it may be wise to change them between waves to the Revolver with the greater utility in that particular wave. |