Caliginous Caper (mission)

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Revision as of 19:41, 27 June 2014 by Leadfoot9 (talk | contribs) (General Strategy: Massive revamp of the strategy; the 'meta,' which is already overrated in normal MvM, doesn't even apply here due to the $5000 start money and the types of targets that appear)
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Caliginous Caper
Basic Information
Name: Caliginous Caper

File name:

mvm_ghost_town
Developer(s): Valve
Map: Coaltown Event
Mission type: Unknown
Waves: 1 wave, 8 subwaves
Difficulty: Nightmare
Starting credits: 5000
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

Caliginous Caper is a nightmare endurance mission available on the Coaltown Event map. This mission has only one incredibly long wave, Wave 666, consisting of 911 enemies (not counting support-only enemies) and 9 Tanks with no checkpoints whatsoever. All robots in this mission, with the exception of Sentry Busters, are reskinned to look like zombies, though this is purely cosmetic.

As an endurance mission, Caliginous Caper features a timer that will appear over the bomb when it is not being carried, similar to the timer that appears over the briefcase in Capture the Flag or Special Delivery. When the timer runs out, the bomb is reset back to the robot spawn area.

Waves

Sub-wave Class Count Delay(s) Credits
Wave 666
1
Scout bonk
Hard Pictogram plus.png 100% crit chance
10 10 30 0 0 300
Pyro
Easy Fires continuously 8 8 32 3 7 200
Demoknight
Expert Pictogram plus.png 100% crit chance
4 4 12 5 5 200
2
Soldier crit
Normal 4 20 20 5 2 400
Medic uber

Über Medic
Normal Pictogram plus.png Spawns with full Über

Pictogram plus.png +400% ÜberCharge rate
Pictogram minus.png -90% heal rate
Pictogram minus.png -3 seconds Über duration
3
Soldier
Easy 5 10 40 8 2 300
Heavy
Easy 5 10 40 8 2 300
Soldier infinite
Expert 1 2 5 8 30 200
Heavy
Expert 1 2 5 8 30 200
4
Scout
Easy Pictogram plus.png 100% crit chance

Spawns from all three sides
5 10 80 10 8 600
Tank
35,000 1 3 0 50 600
5
Demoman

Type 2
Expert 5 10 40 10 10 500
Demoknight
Hard Pictogram plus.png 100% crit chance
5 5 40 30 8 500
Tank
40,000 1 55 0 600
6A
Soldier
Expert Direct Hit The Direct Hit
Buff Banner The Buff Banner
Pictogram plus.png Spawns with full rage

Pictogram plus.png +800%
Pictogram plus.png +100% damage dealt
Spawns from all three sides
10 20 40 15 2 300
6B
Heavy deflector
Expert Pictogram plus.png 100% crit chance
2 8 8 0 30 400
Medic
Expert
7
Tank
42,000 1 4 10 30 1100
Spy
Expert 8 16 96 40 5 200
8A
Sniper bow
Expert Pictogram plus.png 100% crit chance

Pictogram plus.png +50% damage dealt
Pictogram plus.png +80% faster reload rate
Spawns from all three sides
5 20 75 10 1 300
8B
Soldier
Expert Pictogram plus.png 100% crit chance

Pictogram plus.png +100% damage dealt
Pictogram plus.png +180% faster reload rate
Pictogram plus.png +40% fire rate bonus
Spawns from all three sides
5 20 75 10 1 300
8C
Demoman
Expert Pictogram plus.png 100% crit chance

Pictogram plus.png +100% damage dealt
Pictogram plus.png +180% faster reload rate
Pictogram plus.png +100% projectile speed
Spawns from all three sides
5 20 75 5 1 200
8D
Pyro
Expert Pictogram plus.png 100% crit chance

Pictogram plus.png +100% damage dealt
Pictogram plus.png +50% movement speed
Spawns from all three sides
5 20 75 10 1 200
8E
Scout
Expert Pictogram plus.png 100% crit chance

Spawns from all three sides
5 20 75 5 1 200
8F
Heavy
Expert Pictogram plus.png 100% crit chance

Pictogram plus.png +50% damage dealt
Spawns from all three sides
4 22 48 5 1 200
Medic uber

Über Medic
Normal Pictogram plus.png Spawns with full Über

Pictogram plus.png +400% ÜberCharge rate
Pictogram minus.png -90% heal rate
Pictogram minus.png -3 seconds Über duration
8G
Tank
60,000 1 20 0 0
Support
Sniper
Hard Vision range 3000 2 120 210
Spy
Expert 2 180 180

General Strategy

Caliginous Caper doesn't have its own difficulty for no reason. Beating this mission requires the right team composition, knowing what to expect in each sub-wave, and good teamwork.

  • Your team requires multiple heavy damage-dealers in order to destroy the Tanks fast enough. As a rule of thumb, at least 2 Soldiers or Demomen are required, but 3 are recommended. You will also require an Engineer and a Pyro to reset the bomb. This leaves one more class to choose. A Scout is recommended, but other classes can work under certain conditions.
    • Leaderboard class scout.png Scout is an excellent support class. Although players start the wave with plenty of money, collecting all that drops during the wave is extremely helpful and will allow for free use of crit canteens the purchase of low-priority upgrades that will make the wave somewhat easier. However, his Mad Milk is perhaps his greatest asset, greatly increasing the survivability of any Soldiers, Pyros, Heavies, or Grenadeknights on his team. Marking giants doesn't hurt, either, and the amount of money on this mission allows a Scout to fully upgrade his Scattergun, allowing him to deal massive damage, especially to tanks.
    • Leaderboard class soldier.png Soldier provides a combination of high amounts of explosive damage and team support and is arguably the best class for this mission. The Beggar's Bazooka is by far the best primary weapon choice for Soldier here. By firing one rocket at a time with maximum Reload Speed, Firing Speed, and Damage, the Soldier will mow down tanks, giants, and clustered robots. His Buff Banner provides him and his allies increased damage with no damage fall-off and increases their survivability by partnering well with Mad Milk and Health on Kill upgrades. Since the Two Cities Update, the Soldier can update his Rocket Specialist ability to allow his rockets to stun giant robots temporarily, as well as increasing their blast radius to allow him to deal massive damage to larger groups of small robots.
    • Leaderboard class pyro.png Pyro is a useful class, capable of dealing high damage, killing Spies, and resetting the bomb. Pushing the bomb carrier into the pit with airblast can be helpful if the bomb gets too far, preventing a lone Scout from sneaking through and delivering the bomb before anyone can react. However, the bomb will reset itself periodically, so resetting is not as useful as on other maps. Upgrading Damage and Health on kill on the Flamethrower, coupled with Movement Speed and Resistances, can make the Pyro almost invincible. Consider using the Backburner or [Phlogistinator]] to maximize damage against giants or tanks, respectively. Let robots target your teammates first so that you can ambush them for maximum damage.
    • Leaderboard class demoman.png Demoman is another class that can take advantage of splash damage here. Although his raw DPS might not be as high against tanks as the Soldier's, the Demoman can use his Stickybomb Launcher to deal blanket damage to hordes of robots. The ability to eliminate those pesky Über Medics before they can do anything is helpful, but not essential, since Soldiers should already have enough upgrades to do the same. Equipping the Chargin' Targe and upgrading resistances to tank loads of damage and using the Grenade Launcher or even melee as your primary source of damage here are viable options as well.
    • Leaderboard class heavy.png Heavy is not a terribly useful class here. His relative ineffectiveness against tanks and the amount of the money players begin the mission with make him little more than a slow, vulnerable class that can't deal as much damage as Soldiers, Demomen, or Snipers. Do not even consider playing Heavy without the support of a Medic or a Scout using Mad Milk.
    • Leaderboard class engineer.png Engineer is virtually an essential asset in most MvM missions. Not this one. Here, he is more of a utility class. The massive amount of upgrades players start the mission with and the ease with which you can push back the the front if you lose it make Engineer less useful than normal. However, Teleporters for quick transport, a Dispenser for ammo, and a Sentry to keep Scout bots from slipping through will always be helpful. The Engineer should be responsible for taking care of stragglers and guarding the bomb.
    • Leaderboard class medic.png Medic is not a recommended class for this mission. He provides little direct firepower himself and his support options are relatively underwhelming on this mission. Due to the massive amount of money available, players should be able to keep themselves healed and rarely die to anything except Spies. When they do die, they can easily afford to buy back in, so devoting an entire class to healing, revival, shielding, and the occasional damage boost is rather inefficient. Medic would probably be most useful against the crit-boosted Soldiers near the end of the mission.
    • Leaderboard class sniper.png Sniper excels against giants and Heavies, both of which appear aplenty in this mission. With Explosive Headshots and Projectile Penetration, the Sniper can headshot two giants at once and deal heavy damage all surrounding zombies. The end result is similar to spamming Beggar's Bazooka rockets into massed targets. His upgraded Jarate provides support to his team and makes his shots even easier. The Sniper can even do appreciable damage against tanks by noscoping them with maximum Reload Speed (it may be helpful to stand on top of the tank to avoid Spies). Also, equipping the Bushwacka with maximum fire rate, coupled with a Soldier's Buff Banner, the Sniper can deal constant melee crits. The Hitman's Heatmaker can be very effective against giants, as its 'focus' mode allows for a fast rate of headshotting giants, made even more powerful through damage, projectile penetration and explosive headshots upgrades. Be sure to target the slowest-moving robot of the in a group.
    • Leaderboard class spy.png Spy is a decent novelty class choice here. He can act as an alternative to Scout for collecting money. The amount of spam on the mission creates some difficulty for Spy, but, since he can start the mission with a fully upgraded Knife right off the bat, he can deal massive damage to Giant Robots and is helpful against Giant Medics. Spies should focus on killing giants, collecting money, and arresting the bomb's progress. Spy is of little use against the high-health tanks that appear in the wave, though.
  • Each subwave on Caliginous Caper can be split into three categories: Giants (Subwaves 1-3, 5, 6B), Tanks (Subwaves 4, 5, 7, 8G), and crit-boosted zombies (Subwaves 6A, 8A-G). Each parts require different strategies.
    • Giant waves: The closer you let them get to the spawn, the less chance you have winning. At that point, Giants will "spawn camp" you, preventing you from getting into a favorable position to attack them. Apply mini-crits and Mad Milk whenever possible. Use crit boost Canteens if you need to take them out fast, or an Übercharge canteen if you're cornered by them or to tank their attacks.
      • On Subwave 6B (Giant Deflector Heavy & Giant Medic), be sure to take out the Giant Medic first, since it heals at a virtually infinite rate. It is best to take out Giant Medics with large burst of damage.
    • Tank waves: Your Tank busters (Soldiers, Demomen, and Pyros) should focus on dealing enough damage before moving onto the zombies. Be sure to keep an eye on the bomb while killing tanks. Crit boost canteens may be helpful for these waves.
      • On Subwave 7 (Spies & Tanks) avoid getting backstabbed while you kill the tanks. Strafing while you attack, constantly checking behind you, and shooting everything that moves should be enough to keep you alive. Classes that don't deal explosive damage should consider standing on the tank for safety.
    • Crit-boosted zombie wave: Without little or no resistances upgraded, they will be able to kill you in a single shot. At this point, you should invest some money into upgrading resistances. Maximizing crit resistance will let most classes survive at least one hit. Übercharge canteens may help.
      • If the crit-boosted zombies are too much for you, as a Pyro or Heavy, you can take cover behind the walls on either side of the map between the middle building and the side buildings and constantly fire to the sides, creating a "wall of death". This gives the zombies less time to react, depending on how fast you kill them.
      • The crit-boosted Soldier zombies can be the most frustrating enemies in the entire wave, as their constant barrage of super-powered rockets can throw off your aim.
      • As a Soldier, be careful against the zombie Pyros. They are very skilled at reflecting rockets, and one reflected rocket can end up killing you or an ally.
      • The final stretch (final Tank & Heavy-Medic combos): Split your force between the Tank and the Heavy-Medic combos. The player(s) dealing with the Heavy and Medics are to distract them long enough to keep your Tank busters away from them. If you don't have a convenient way to dispatch the Medics, your best bet is to let them trigger their ÜberCharges early so you can finish them off before they make it too far.
  • Canteens can be helpful to players having difficulty. Plenty of money is available to buy them, but make sure you're getting upgrades as well!
  • While you start the wave with a ton of money, don't forget to collect the money whenever possible. You need all the money you can get for upgrades, buybacks and canteens>
  • An easy class balance for beginners to beat the mission with is 4 Soldiers with the Buff Banner and Beggar's Bazooka, with an Engineer and Scout for support.

See also