Difference between revisions of "Community Mannpower strategy"

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* The Plague powerup provides the Spy with some extra durability due to its ability to pick up health packs at range. The plague effect will trigger when the Spy bumps into an enemy while disguised, but not if the Spy is invisible. The Plague powerup is invaluable for assaulting Engineer nests aKnocks it can infect an unsuspecting Engineer, making it easier to eliminate them or force them to flee.
 
* The Plague powerup provides the Spy with some extra durability due to its ability to pick up health packs at range. The plague effect will trigger when the Spy bumps into an enemy while disguised, but not if the Spy is invisible. The Plague powerup is invaluable for assaulting Engineer nests aKnocks it can infect an unsuspecting Engineer, making it easier to eliminate them or force them to flee.
  
* The Knockout powerup is deadly for a Spy. His main weapon is already his knife, so only using it is not much of a restriction. Not having use of sappers may seem like a disadvantage at first, but a knockout spy can move up to a sentry while disguise and can destroy even a level 3 sentry with one slash from his knife.
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* The Knockout powerup is deadly for a Spy. His main weapon is already his knife, so only using it is not much of a restriction. Not having use of Sappers may seem like a disadvantage at first, but a knockout Spy can move up to a sentry while disguise and can destroy even a level 3 sentry with one slash from his knife.
 
{{Map strategy}}
 
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[[Category:Game mode strategy]]
 
[[Category:Game mode strategy]]

Revision as of 18:00, 22 February 2016

This article is about Community Mannpower strategy.

General strategy

  • The Agility powerup doesn't cause the slowdown effect brought on by having a powerup when carrying the intelligence, allowing for quicker getaways.

Class-specific strategy

Leaderboard class scout.png Scout

Powerup Specific strategies

  • The Agility powerup effectively doubles the Scout's jump height and speed, allowing for skilled Grappling Hook users to get across large parts of the map very quickly.
  • As a Scout, Haste doubles your Scattergun's clip size, firing speed, and reload speed, as well increases your movement speed, which can allow you to fire 12 full shots into an enemy with rapid succession.

Leaderboard class soldier.png Soldier

Powerup Specific strategies

  • The Vampire powerup can be used to gain health back at a quick rate if a rocket is shot into a heavily populated area. Paired with the Black Box it can provide powerful regenerative options.
  • Strength gives you more damage per shot, making beefier classes go down in almost 2 to 3 rockets and lighter classes in nearly 1.
  • The Haste powerup gives you a great advantage over most classes, as you gain 8 rockets and twice the firing and reload speed. This allows you to take down large groups of enemies in a shorter time.

Leaderboard class pyro.png Pyro

Leaderboard class demoman.png Demoman

Powerup Specific Strategies

  • The Knockout Powerup is a good choice for a Demoknight as it plays to that loadout - and lets the Demoknight knock away enemy powerups.
  • The Plague powerup is a good choice for a Demoknight as it adds additional damage to a melee attack, while causing any melee attackers (say, fellow Demoknights) to either take damage or reconsider their strategies.

Leaderboard class heavy.png Heavy

Leaderboard class engineer.png Engineer

On Mannpower, an Engineer's buildings take on different importance than on non-Mannpower levels:

  • Teleporters - Due to the size of Mannpower maps, Teleporters become even more important to getting your team into the action.
  • Sentry Guns - The role of an Engineer's sentry requires careful evaluation of choices - they can guard the intelligence (which is made more complex due to grapples), they can provide fire or cover (necessary in dealing with Poweruped enemies), they can seal chokepoints (important when enemies are far more mobile), and they can protect Teleporters (vital on the larger maps). The Engineer may also find the Mini-Sentry to be less useful due to the effects of powerups to mitigate damage and improve movement, and the grappling hook providing the ability for a beleaguered enemy to get away quicker.
  • Dispensers - Dispensers retain their importance, but some Powerups make them less necessary to those with them, such as Regeneration, King, and Vampire.

An Engineer in Mannpower will have to weigh their role carefully due to the additional factors of Powerups and the grapple, often having to decide if they should guard intelligence or provide support and mobility.

Powerup Specific strategies

  • The Defense powerup is useful in general, but also helps defend buildings as an Engineer can handle more damage while repairing, or can try and block damage with their bodies.
  • The Haste powerup doubles the Engineer's metal capacity and also increases the Wrench's swing speed. This allows you to construct buildings faster and move quicker to place buildings or flee enemies, allowing for rapid deployment or retreat. The additional speed also makes the Pistol far more effective.
  • The Plague powerup can keep off enemies who would engage in close combat - including Spies. This is useful for an Engineer who must defend a small, tight space as it allows them to harm close enemies.
  • The Precision powerup is most effective when used with the Widowmaker. With good aim, the increased damage at range tends to do more than 30 damage, allowing the weapon to be fired continuously on enemies that it otherwise would be ineffective on.
  • The Strength powerup is a decent choice for an Engineer who's on their own - or until a better powerup comes along. A well-armed Engineer can do decent damage, and an Engineer that's a good shot can help defend their equipment effectively.
  • The Reflect Powerup allows an Engineer to better defend both themselves and their buildings. By taking damage, you can hurt enemies trying to damage your buildings. The additional defensive and health bonuses also help you endure the attack.
  • The Regeneration powerup provides the Engineer with a regenerative supply of metal - along with the other regeneration bonuses. They become nearly independent from having to go to resupply lockers or ammo boxes for their work. This can make weapons like the Rescue Ranger and Short Circuit more useful as metal regenerates.

Leaderboard class medic.png Medic

Powerup Specific strategies

  • The Medic can use Strength to deliver extremely potent Crusader's Crossbow shots. A single shot can take out lighter classes with enough distance. When combined with Criticals at sufficient distance, this attack will one shot kill every class unless they are overhealed or have a powerup that protects them.
  • The Haste powerup can be used with the Medic to provide you with two crossbow shots in quick succession, and also improves your evasive abilities.
  • Reflect can be used as a passive defense powerup, dealing damage to those who hurt you, when healing a teammate in an area that leaves you vulnerable to attacks.

Leaderboard class sniper.png Sniper

Powerup Specific strategies

  • As a Sniper, the Precision powerup comes in handy as it causes your zoom charge rate to be doubled.
  • The Haste powerup also quickens your zoomed in charge rate, but also allows for you to reload and shoot faster than normal.
  • Strength can be useful for taking down tankier classes such as Heavies, as it doubles your damage allowing you to one shot most classes.

Leaderboard class spy.png Spy

The Spy is one of the more versatile classes in the Mannpower mode. He has the ability to steal enemy powerups when disguised, making him quite useful for reclaiming enemy powerups. A helpful Spy may bring powerups back to his team's spawn.

Powerup Specific strategies

  • Strength doubles the Spy's damage output while also removing ranged damage fall off. With strength, the stock Revolver becomes quite fearsome, as each shot will deal 80 damage. Light classes, such as Snipers, Scouts, and other Spies, will be taken out with just two hits. Even soldiers are taken out with just 3 hits. A full clip of 6 shots deals 420 damage, giving the Spy the ability to take out a heavy in a direct confrontation using a single clip. Strength can also be used in conjunction with the Ambassador to deal heavy hitting headshots.
  • Haste is an effective buff for the Spy. You can take advantage of the movement speed increase in order to make it easier to get matador stabs or sneak behind enemy lines very quickly. He can also make quick work of enemies using his Revolver, which now fires faster and has a larger clip.
  • Agility is one of the Spy's best powerups, as it provides more movement speed making it much easier to get trickstabs and move around behind enemy lines.
  • The Spy can make effective use of the King powerup as it turns the fragile Spy into a very durable and heavy hitting class. With the Revolver, you can easily make quick work of heavier classes.
  • The Plague powerup provides the Spy with some extra durability due to its ability to pick up health packs at range. The plague effect will trigger when the Spy bumps into an enemy while disguised, but not if the Spy is invisible. The Plague powerup is invaluable for assaulting Engineer nests aKnocks it can infect an unsuspecting Engineer, making it easier to eliminate them or force them to flee.
  • The Knockout powerup is deadly for a Spy. His main weapon is already his knife, so only using it is not much of a restriction. Not having use of Sappers may seem like a disadvantage at first, but a knockout Spy can move up to a sentry while disguise and can destroy even a level 3 sentry with one slash from his knife.