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 | + | 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 | + | 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 | + | 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 | + | 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 | |
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Basic Information | |
Name: | Day of Wreckening |
File name: |
mvm_decoy_intermediate2
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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 | Hard | — | 6 | 6 | 6 | 0 | 0 | 50 | |
Hard | — | 3 | 6 | 12 | 2 | 1 | 100 | ||
1A-2 | Hard | Spawns from all three sides | 6 | 12 | 24 | 25 | 1 | 150 | |
1B | Expert | — | 8 | 8 | 8 | 15 | 0 | 150 | |
Hard | — | ||||||||
Quick-Fix Medic |
Normal | +900% heal rate -90% ÜberCharge rate | |||||||
Type 2 |
Expert | — | 5 | 5 | 5 | 45 | 0 | 150 | |
Hard | — | ||||||||
Quick-Fix Medic |
Normal | +900% heal rate -90% ÜberCharge rate | |||||||
Wave 2 (600 Credits) | |||||||||
2 | 25,000 | — | — | — | 1 | 15 | — | 400 | |
Support | Easy | — | 1 | 1 | 1 | 0 | 0 | 10 | |
Easy | Spawns from all three sides | 4 | 16 | 40 | 1 | 1 | 190 | ||
Wave 3 (600 Credits) | |||||||||
3 | Expert | — | 10 | 20 | 30 | 0 | 35 | 600 | |
Normal | Spawns with full rage +800% | ||||||||
Hard | — | ||||||||
Quick-Fix Medic |
Normal | +900% heal rate -90% ÜberCharge rate | |||||||
Support | Expert | — | 3 | — | — | 10 | 10 | — | |
Wave 4 (800 Credits) | |||||||||
4 | Expert | Fires continuously | 1 | 5 | 5 | 0 | 25 | 400 | |
Easy | — | 1 | 10 | 10 | 15 | 15 | 400 | ||
Wave 5 (1200 Credits) | |||||||||
5A-1 | Easy | — | 3 | 12 | 24 | 0 | 1 | 300 | |
5A-2 | 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 | Easy | — | 2 | 8 | 8 | 8 | 0 | 100 | |
Easy | Spawns at the right Flank defenders's right |
2 | 4 | 4 | 10 | 10 | 100 | ||
Easy | Spawns at the left Flank defenders's left |
2 | 4 | 4 | 16 | 10 | 100 | ||
5B-2 | |||||||||
1/2 | Expert | Spawns from all three sides | 4 | 20 | 40 | 25 | 1 | 200 | |
1/2 | Easy | Spawns from all three sides | |||||||
5C | 1/2 | Expert | — | 18 | 18 | 18 | 0 | 0 | 200 |
1/2 | Easy | 1/2 Flank defenders's right 1/2 Flank defenders's left | |||||||
Wave 6 (800 Credits) | |||||||||
6A-1 | Hard | — | 1 | 1 | 1 | 0 | 0 | 20 | |
1/3 | Easy | — | 4 | 12 | 24 | 1 | 1 | 80 | |
2/3 | Easy | — | |||||||
6A-2 | Hard | — | 2 | 6 | 12 | 10 | 5 | 200 | |
6B | Easy | Spawns from all three sides 1/3 Flank defenders's right 1/3 Flank defenders's left |
3 | 9 | 28 | 10 | 1 | 100 | |
25,000 | — | — | — | 1 | 45 | — | 200 | ||
Hard | — | 4 | 12 | 16 | 65 | 25 | 200 | ||
Normal | Spawns with full rage +800% | ||||||||
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
- Decoy
- Doe's Doom (mission)
- Cave-in (mission)
- Quarry (mission)
- Mean Machines (mission)
- Mannhunt (mission)
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