Community Mann vs. Machine strategy

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This article is about Community Mann vs. Machine strategy.

Contents

General strategy

This section deals with overall objectives, themes, and general tactics to win an MvM mission.

Gameplay

  • Communication is very useful when completing a mission. If you are able, use voice or text chat to help your team.
    • At map start, if you are unsure about the class to play, ask your team about which class to pick.
  • Try to make your team's class composition balanced. Know the strengths and weaknesses of every class.

Credits, bonuses and upgrades

  • At the start of each wave, you will prompted to purchase upgrades from an Upgrade Station.
    • Ask your team which upgrades to purchase if you are unsure.
  • Collect piles of credits (also known as "cash") to increase available credits to all teammates.
    • Green dollar signs ($) mean the cash must be collected by a player.
    • Red dollar signs ($) mean the cash that your team's Sniper has already collected, however Scouts can still get overheal from these.
  • Bonuses are awarded at the end of each round for A+/A grade credit collection.
    • 100 credits are awarded for collecting all available credits.
    • 50 credits are awarded for missing no more than 5% credits of the wave's total money.
  • At times, the team's Scout may be unable to get the credits, so you may need to get it yourself.

Ammo management

  • Robots don't drop ammo upon their death.
  • An Engineer should place a Dispenser at choke points.
    • A Dispenser should always have at least 2 Dispenser Range upgrade to help out the team.
  • Destroyed Engineer buildings will also drop ammo.
  • Slain players drop medium ammo boxes.
  • Remember where ammo pickups are on the map.

Robot spawning

  • Robots cannot attack or be harmed until they touch the field.
    • Shooting a robot before landing will show them as ÜberCharged.
    • This will also alert the robots to your location, causing their aggression to be taken out on you.
  • Sentry Guns will shoot the robots before robots touch the field.
    • Place the Sentry Gun in a place where it will not target these robots and waste ammo.
    • Use the Wrangler to control when your Sentry Gun fires.
  • Sticky-bombs planted at the base of where robots jump down will not damage robots until the robots have physically touched the ground.
    • If you blast robots too early, you'll waste your sticky bombs and could activate an ÜberCharge Medic's Medi Gun.

Medic robots

Über Medic Robots always spawn with a full ÜberCharge meter and activate after taking damage. Should this happen, your team may have difficulty in destroying the accompanied Giant Robot.

  • At round start, or as medics spawn, you can defeat them before they deploy their ÜberCharge by:
  • Detonating a sticky-bomb trap and use the combined damaged to destroy the medics.
  • Use the Gas Passer with the Explode on Ignite upgrade, then damage them to destroy these medics.
  • Headshotting them or surrounding robots with the Explosive Headshot upgrade to kill the medics.

During the deployment of an ÜberCharge:

  • Airblast the Medics (as Pyro) to break the ÜberCharge beam.
  • Detonate sticky bombs underneath the Medic to push it back.
  • Aim and shoot a rocket at their wheel to push them away.
  • Block the Medic Robot's Medi Gun beam using the Projectile Shield.
  • When the Robot Medic is wearing the Quick-Fix, try to block the Medic's path by standing in front of it. Quick-Fix Medics are immune to knockback.

While Über Medic is recharging:

  • Use Pomson 6000 to take away Medi Gun charge and delay the robot horde's ÜberCharge.
    • Note: although this strategy sounds very good on paper, it is not as preferred as the Rescue Ranger is a much better option.

Sniper robots

  • Players playing as a Soldier, Medic, Engineer, or Heavy will announce "Sniper!" to alert you to Snipers appearing on the field.
    • A blue laser guide is emitted from their rifle, giving away their position.
  • Jump and strafe constantly to make it difficult for robots to lock on to you.
  • Snipers can be dealt with by a ranged class, such as Soldier or Sniper, to prevent them killing your team.
    • An effective team can be neutralised by Snipers due to their damage + other robot weaponry.
  • Sniper Robots cannot headshot.

Spy robots

  • Spy robots (sometimes referred to as "spybots") will de-cloak from various areas around the map, disguised as either you yourself or one of your team members.
  • When Spies are active, you can jump or rapidly switch weapons to show your teammates you are not a Spy robot as robots only jump to get to higher areas and the latter is never done by them.
  • Spy robots often reveal their location by chuckling, even when disguised. Listen carefully for them when you can't afford to look around the field.
  • If there is a Spy robot and a Tank on the field at the same time, you can evade the Spy by standing on the Tank.
  • The Soldier is very good at spychecking due to his high damage output and splash damage.

Tanks

  • Tanks do not attack or directly harm players.
    • A turning tank can crush players against walls and kill them instantly.
  • A common tactic to defeat a tank is having a single Pyro use a Phlogistinator to destroy it or have a Beggar's Bazooka Soldier focus it.
    • The Mmmph! of the Phlogistinator will charge with damage dealt.
    • You should upgrade the damage of this weapon to decrease Mmmph! recharge time.
    • Upgrading reload speed and upgrading damage will increase the damage done to the tank by the Soldier. Rapidly press the primary fire button for the most effective damage (Shooting one rocket at a time).
    • A critical hit boost (crit) canteen will also help destroying the tank.

Bomb movement

  • Before the start of each wave, there will be floating holographic arrows indicating the path the bomb robot will take. Use these to plan a defence.
  • Effective Engineers will take heed of these arrows to set up Sentry Guns to delay the movement of the bomb.
  • Demomen may place their sticky traps along this path.
  • The rest of the team should focus firepower there and locate chokepoints so you can easily pin down enemies.
  • During a tank round, Pyros should take note as this is the direction the tank may take.
  • A robot carrying the bomb is known as the "bomb carrier" and will appear as a blue outline to indicate its location.
    • Bomb carriers taunt to receive their buff, and robots surrounding them stop to wait so they can travel together.

After the wave has started:

  • The holographic arrows disappear and will not be shown again until the start of the next wave.
  • Enemies may stray from the path to chase down a player, so stay alert.
    • The bomb carrier and the 5 bots surrounding it will not do this.
  • If the bomb carrier is killed, all of the robots will go for the bomb.
    • They will then take the shortest route to the hatch.
  • If there is more than 1 tank at a time, they may pick a different path.

The path may change between waves..

Robots may also taunt after killing a player, even while being attacked. Take advantage of this time to destroy the taunting robot, but be careful: some robots have kill taunts (such as robot Spies, which will do the Fencing taunt after backstabbing a merc). Certain animations don't line up with the hitboxes (such as Demoknight robots doing the Decapitation taunt, the animation will be the primary taunt)

Failing waves

To encourage MvM participation, it is helpful if experienced players help newer players on weapon and upgrade choices, along with explaining why these options help defeat the robots during a wave.

If your team is constantly failing a wave, it is best that you consult the scoreboard to determine:

  • Who has the most number of tours (you can think of this person as the "captain" of the team).
  • Who has not been contributing their fair share.
    • Medics should have the most amount of healing, followed by Engineers (through their Dispensers).
    • Non-support classes should have higher damage.
    • Scouts and Snipers will generally have the highest amount of credits collected.

As a team, it is important to communicate strategy. If you are a new player, then you should ask the higher-tour players which class to play and how to play them.

If you are a high-tour player that has been matched to a server of new players, it is expected that you educate your team by explaining why certain classes, weapons, and upgrades are chosen for each wave.

  • Politely offer suggestions to correct their mistakes; no need for name-calling or vote-kicking.
    • In Mann Up! mode, failing a wave means wasting time.
    • Your teammates may initiate a vote to kick teammates not contributing to victory due to the pay-to-play nature of this game mode.

Aiming at a player and inspecting (default: F) displays their upgrades. Help your teammates out by suggesting specific upgrades to a weapon or resistances for a given wave.

If a Teleporter isn't present to take you to the front lines, ask your team's Engineer to build one.

Class-specific strategies

This section details specific ways the various classes can be used to quickly defeat the robots.

Leaderboard class scout.png Scout

  • Due to the large numbers in which robots typically spawn, the Scout is at a disadvantage when it comes to dealing damage due to his short-range, pick-oriented weaponry. To counter this, he's given a wider money gathering radius, gets health from gathering money, and respawns much more quickly than the other classes in addition to his usual faster running speed. However, he excels at killing solitary targets like tanks and giants.
  • A Scout can get an enormous amount of overheal from gathering money, going up to 600% of his base health (750 normally). However, this large amount of health doesn't mean you're invincible, and getting into enemy fire recklessly can eat up this health in seconds. Upgrade your resistances and mobility (Such as jump height or movement speed) or pick an Über canteen or two to raise your survivability, so that you can survive long enough to get the overheal from collecting money.
  • Scout is the most popular choice for being the primary cash collector on a team due to his special abilities. Scouts should always be aware of the positions and amounts of cash around them. It will not only help them stay alive, but also help the team to afford upgrades.
    • In fact, many players consider collecting cash to be the Scout's primary purpose, with throwing milk and marking robots for death (e.g. by hitting them with the Fan O'War) being secondary to collecting money, since obtaining the cash bonus at the end of waves will make all later waves easier for the entire team (including the Scout).
  • The Scout's short respawn time means he's allowed to take risks. He can continue running back into battle again and again, even if there is no Teleporter. Even if it means getting killed, Scouts can rush to collect any money that is close to expiring without severe consequences.
  • Pay attention to the color of the "$" particles emitting from cash drops. You should always make an effort to harvest cash drops emitting standard green particles; however, cash drops with red particles (triggered when a friendly Sniper kills the robot with either a headshot or an explosion caused by an explosive headshot) are collected automatically even if they expire, meaning you don't have to harvest them yourself if it would be unsafe to do so. Don't forget to remind your teammates!
    • However, if collecting red cash is safe, then you should collect it, as it will still grant you overheal.
  • Movement Speed and Jump Height go a long way when it comes to dodging enemy fire and general mobility. Get as much as you're comfortable with. Too much Movement Speed, and you may begin to have difficulty aiming. Too much Jump Height, and you can be easily juggled by the robots. Consider equipping the Soda Popper for the extra jumps and extra damage output.
  • If a sizable group of robots begins targeting you, then consider retreating along a path that will cause them to lose sight of you (say, by going around some wall or building to come up behind them) and then collect any cash in the area and/or attack them from behind. This is an especially useful tactic if you want to hit a giant with the Fan O'War without taking too much damage.
  • As a Scout, you are usually the only one that can catch up to giant Scout Robots early in the mission. Mark him for death, cover it in milk with the slowing target upgrade, and allow the Sentry Gun to kill it, as the Sentry Gun is controlled by the server and has perfect bullet aim.
  • If you are near a tank when it is destroyed, you can collect a good deal of the money dropped for an incredible health boost. Conveniently, your primaries are very effective tank-killing weapons due to increased damage.
  • A good Scout knows how to contribute to their team without ignoring money. Prioritize your objectives (e.g. collect money or help the team on the tank) for maximum efficiency.
  • Run in circles around giant robots to avoid taking damage. Their targeting programming can't keep up with a full-speed Scout, allowing you to safely deal massive damage while keeping the robot's focus off of your teammates.
  • It is common for a Scout to switch to an easier or more damage-dealing class such as Heavy for the last wave, since the team generally has more than enough upgrade money and most players aren't proficient enough at Scout to pull their weight in terms of damage output. However, it is still completely viable to stay Scout.

Weapon choices and upgrades

  • Many beginner Scouts forgo upgrading their primary weapon in order to fully upgrade their Mad Milk and Resistances. This strategy maximizes Support potential and somewhat increases the likelihood of collecting all money, but putting some cash into your primary will always aid in taking down Giants and Tanks.
  • When it comes to primary weapons, you can never go wrong with the stock Scattergun, which does considerable damage at close range. However, the Soda Popper is cheaper to upgrade and deals even more damage per second, with the added bonus of increased mobility through Hype. The Force-A-Nature is comparable to the Soda Popper in terms of damage and upgrades, but your teammates may not appreciate it if you make robots bounce around every time you shoot them. The Shortstop is more expensive to upgrade, but can achieve similar maximum damage rates. It has better ranged power, so it may be a good choice if you don't mind the increased knockback. The Back Scatter is a decent weapon to use against giants because of its ability to mini-crit from behind, but it's generally outclassed by the other options. The Baby Face's Blaster, after the Gun Mettle update, is arguably the worst primary weapon to use in MvM. Since you'll be running into the heat of the fray, you'll constantly be taking damage, and the boost doesn't stack with the movement speed boost upgrade.
  • Scout's guns tend to be most effective at point-blank range. Be as aggressive as you can without dying needlessly. Attack robots from the side or from behind as they are distracted.
  • Mad Milk is a great assisting tool, as anyone who hits a doused robot gets a health boost, and upgraded Mad Milk slows down robots, making them easier to hit and crippling Giant Scouts' ability to run.
  • Using Bonk! Atomic Punch can allow you to grab hard-to-reach credits without fear of being blasted to oblivion.
    • ÜberCharge Canteens can work in a similar way, providing invulnerability to collect cash in dangerous areas. However, you can still attack while ÜberCharged, allowing you to mark dangerous targets with the Fan O'War or blast them with your primary weapon a few times at point-blank range.
    • Using Bonk! Atomic Punch can easily distract giants and allow allies to focus damage on them. This is not as useful on giant Heavies, as they have a limited vision range.
  • The Fan O'War can be very effective when you mark a Giant robot for death, since a large amount of firepower is needed to destroy them.
    • Once upgraded, a hit from the Sandman or its ball marks a robot for death like the Fan O'War does, meaning the robot will take mini-crits from all incoming damage. It can be a decent replacement for players who do not own the Fan O'War or are uncomfortable with running into melee range, but keep in mind that the aforementioned upgrade to mark-for-death costs $500 and lowers your initial health to 110 (the latter is negligible since you can just collect credits and be overhealed).
    • Only one robot can be marked at a time, so don't try to spam the FoW. Don't waste your time marking a giant if it is almost dead; shoot it instead.
    • Don't use the Fan O'War against tanks or against robots being buffed by the Battalion's Backup, since they can't be marked (for the former) or won't take extra damage from mini-crits (for the latter).
    • The only available upgrade for Fan O'War is swing speed and health on kill. Usually, upgrading these are pointless, since its damage is negligible and you're probably not going to spam the Fan O'War in the first place since only one robot can be marked at any given moment.
    • Since you're not going to upgrade the Fan O'War anyway, it's a good choice to switch to Sandman in later rounds once you've satisfied your basic upgrades. The 15 health reduction is almost negligible, since you should be gaining enough health from cash anyways. Robots can still be marked by hitting them directly, and you have a ranged alternative of marking by hitting robots with the ball. This helps you mark dangerous giants at any range where getting up close can cost a lot of your overheal or, in some cases, your life.
  1. a b Demoknight robots can swing their melee weapon while charging without said swinging cancelling their charge, allowing them to utilize the increased melee range while charging, which, due to a bug, human Demoknights can never utilize. Source.