Difference between revisions of "Day of Wreckening (mission)"

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==Basic Strategies==
 
==Basic Strategies==
This mission is notorious for its second wave. The wave starts off with 10 [[GRU]] Heavyweight Champs coming down both at the bot spawn and down the right upper side of the map, and continue for about 10 seconds before the tank arrives and throughout the wave. The tank has an abnormally high HP, which can be challenging to users, considering its position so very early in an Intermediate level mission. Taking out the tank is the only way to finish the mission, as the GRU Heavyweight Champs are only a support class. However, they also drop credits when killed, adding to the diversion of team-mates to collect money. The most effective strategy is to focus 5 players on the tank while the 6th keeps track of the bomb. This could be ideally done with a Pyro, who can [[compression blast|air blast]] the bomb carrier down the ravine as needed.
+
This mission is notorious for its second wave. The wave starts off with 10 [[GRU]] Heavyweight Champs coming down both at the bot spawn and down the right upper side of the map, and continue for about 10 seconds before the tank arrives and throughout the wave. The tank has an abnormally high HP, which can be challenging to users, considering its position so very early in an Intermediate level mission. Taking out the tank is the only way to finish the mission, as the GRU Heavyweight Champs are only a support class. However, they also drop credits when killed, adding to the diversion of team-mates to collect money. The most effective strategy is to have 5 players focus on the tank, while the 6th keeps track of the bomb. This should ideally be done with a Pyro, who can [[compression blast|air blast]] the bomb carrier down the ravine as needed, or a Scout, who can chase down any stragglers and unload into them.
  
The Intermediate level missions introduce Extended [[Concheror]] Soldiers. These bots use their combined buff to return to full health upon a successful rocket hit. In wave 3, each Rapid Fire Soldier is accompanied by 3 Concheror Soldiers, 3 [[Quick-Fix]] Medics, and 3 Demoknights, which will often charge ahead. Though this mission does not directly pair Medic bots to Concheror bots, their buff still applies to all robots in the immediate area and are the most vital target to eliminate.  
+
The Intermediate level missions introduce Extended [[Concheror]] Soldiers. These bots use their extended buff to return to full health upon a successful rocket hit. In wave 3, each Rapid Fire Soldier is accompanied by 3 Concheror Soldiers, 3 [[Quick-Fix]] Medics, and 3 Demoknights, which will often charge ahead. Though this mission does not directly pair Medic bots to Concheror bots, their buff still applies to all robots in the immediate area and are the most vital target to eliminate. Consider having a Scout, Pyro, or Sniper exclusively focus on the Medics.
  
Wave 4 also contains a slightly difficult procession of robots entailing 5 giant Pyros and 10 Super Scouts. The wave begins with a single giant Pyro, and continues on by alternating spawning the 5 Pyros and first 5 Super Scouts, with all giants spawning one by one. Care must be taken to control the Super Scouts, as one can take the bomb from spawn to the bomb shaft in mere seconds.
+
Wave 4 also contains a slightly difficult procession of robots. The wave is a sort of "boss rush", entailing 5 giant Pyros and 10 Super Scouts. The wave begins with a single giant Pyro, and continues on by alternating spawning the 5 Pyros and first 5 Super Scouts, with all giants spawning one by one. Care must be taken to control the Super Scouts, as one can take the bomb from spawn to the Mann Co. bomb hole in mere seconds.
  
In the 6th and final wave, two moderate HP tanks wheel in successively, a procession not utilized in Advanced level missions. Combined upgrades from previous waves' credits should make a small matter of it.
+
In the 6th and final wave, two fairly high HP tanks wheel in successively, a procession not utilized in Advanced level missions. Combined upgrades from previous waves' credits should make a small matter of it.
  
 
== See also ==
 
== See also ==

Revision as of 23:27, 6 April 2016

Day of Wreckening
Basic Information
Name: Day of Wreckening

File name:

mvm_decoy_intermediate2
Developer(s): Valve
Map: Decoy
Mission type: Unknown
Waves: 6
Difficulty: Intermediate
Starting credits: 400
Maximum possible credits: Unknown
Minimum respawn wave time: Unknown
Maximum respawn wave time: Unknown
Fixed respawn time: Unknown
Tour: Unknown
Sentry Buster spawn time: Unknown
Sentry Buster respawn time: Unknown

Day of Wreckening is an intermediate invasion mission available on the Decoy map.

Waves

Sub-wave Class Count Delay(s) Credits
Wave 1 (600 Credits)
1A-1
Demoknight
Hard 6 6 6 0 0 50
Demoknight
Hard 3 6 12 2 1 100
1A-2
Sniper bow
Hard Spawns from all three sides 6 12 24 25 1 150
1B
Demoknight
Expert 8 8 8 15 0 150
Sniper bow
Sniper bow
Sniper bow
Hard
Medic
Medic
Medic
Medic

Quick-Fix Medic
Normal Pictogram plus.png +900% heal rate
Pictogram minus.png -90% ÜberCharge rate
Demoman

Type 2
Expert 5 5 5 45 0 150
Sniper bow
Sniper bow
Sniper bow
Hard
Medic

Quick-Fix Medic
Normal Pictogram plus.png +900% heal rate
Pictogram minus.png -90% ÜberCharge rate
Wave 2 (600 Credits)
2
Tank
25,000 1 15 400
Support
Heavy gru
Easy 1 1 1 0 0 10
Heavy gru
Easy Spawns from all three sides 4 16 40 1 1 190
Wave 3 (600 Credits)
3
Soldier infinite
Expert 10 20 30 0 35 600
Soldier conch
Soldier conch
Soldier conch
Normal Pictogram plus.png Spawns with full rage

Pictogram plus.png +800%
Demoknight
Demoknight
Demoknight
Hard
Medic
Medic
Medic

Quick-Fix Medic
Normal Pictogram plus.png +900% heal rate
Pictogram minus.png -90% ÜberCharge rate
Support
Spy
Expert 3 10 10
Wave 4 (800 Credits)
4
Pyro
Expert Fires continuously 1 5 5 0 25 400
Scout giant fast
Easy 1 10 10 15 15 400
Wave 5 (1200 Credits)
5A-1
Scout
Easy 3 12 24 0 1 300
5A-2
Scout stun
Expert Spawns from all three sides
1/4 Flank defenders's right
1/4 Flank defenders's left
5 10 20 10 1 200
5B-1
Heavy
Easy 2 8 8 8 0 100
Heavy
Easy Spawns at the right
Flank defenders's right
2 4 4 10 10 100
Heavy
Easy Spawns at the left
Flank defenders's left
2 4 4 16 10 100
5B-2
1/2
Scout stun
Expert Spawns from all three sides 4 20 40 25 1 200
1/2
Scout
Easy Spawns from all three sides
5C 1/2
Scout stun
Expert 18 18 18 0 0 200
1/2
Scout
Easy 1/2 Flank defenders's right
1/2 Flank defenders's left
Wave 6 (800 Credits)
6A-1
Heavy steelfist
Hard 1 1 1 0 0 20
1/3
Heavy gru
Easy 4 12 24 1 1 80
2/3
Heavy
Easy
6A-2
Heavy steelfist
Hard 2 6 12 10 5 200
6B
Heavy gru
Easy Spawns from all three sides
1/3 Flank defenders's right
1/3 Flank defenders's left
3 9 28 10 1 100
Tank
25,000 1 45 200
Heavy steelfist
Hard 4 12 16 65 25 200
Soldier conch
Soldier conch
Soldier conch
Normal Pictogram plus.png Spawns with full rage

Pictogram plus.png +800%
Tank
25,000 1 120 0

Basic Strategies

This mission is notorious for its second wave. The wave starts off with 10 GRU Heavyweight Champs coming down both at the bot spawn and down the right upper side of the map, and continue for about 10 seconds before the tank arrives and throughout the wave. The tank has an abnormally high HP, which can be challenging to users, considering its position so very early in an Intermediate level mission. Taking out the tank is the only way to finish the mission, as the GRU Heavyweight Champs are only a support class. However, they also drop credits when killed, adding to the diversion of team-mates to collect money. The most effective strategy is to have 5 players focus on the tank, while the 6th keeps track of the bomb. This should ideally be done with a Pyro, who can air blast the bomb carrier down the ravine as needed, or a Scout, who can chase down any stragglers and unload into them.

The Intermediate level missions introduce Extended Concheror Soldiers. These bots use their extended buff to return to full health upon a successful rocket hit. In wave 3, each Rapid Fire Soldier is accompanied by 3 Concheror Soldiers, 3 Quick-Fix Medics, and 3 Demoknights, which will often charge ahead. Though this mission does not directly pair Medic bots to Concheror bots, their buff still applies to all robots in the immediate area and are the most vital target to eliminate. Consider having a Scout, Pyro, or Sniper exclusively focus on the Medics.

Wave 4 also contains a slightly difficult procession of robots. The wave is a sort of "boss rush", entailing 5 giant Pyros and 10 Super Scouts. The wave begins with a single giant Pyro, and continues on by alternating spawning the 5 Pyros and first 5 Super Scouts, with all giants spawning one by one. Care must be taken to control the Super Scouts, as one can take the bomb from spawn to the Mann Co. bomb hole in mere seconds.

In the 6th and final wave, two fairly high HP tanks wheel in successively, a procession not utilized in Advanced level missions. Combined upgrades from previous waves' credits should make a small matter of it.

See also