Community Mann vs. Machine strategy
Revision as of 21:00, 16 August 2012 by WindBOT (talk | contribs) (Auto: EnforceCapitalization(Scout), EnforceCapitalization(Soldier), EnforceCapitalization(Medic), EnforceCapitalization(Payload), EnforceCapitalization(Dispensers), WordFilter(Sentry Guns/Sentries(?!\s+Gun) → Sentry Guns) (Review RC#1122093))
Contents
General Strategy
- Teamwork is more vital than ever. Make sure to communicate at all times.
- The Robots don't drop ammo so take note of ammmo placements and consider getting Engineers to place Dispensers at choke points
Scout
- Due to the defensive nature of this mode the Scout is at a disadvantage with low health and short range weaponry. To counter this he's given a wider money gathering radius, gets health from gathering money and respawns much quicker than the other classes.
- The Scout's role is not restricted to money gathering, with piercing upgrades his primary weapons can take out whole crowds of enemies at close range.
Soldier
- Upgraded banners can affect all team-mates meaning more ground can be covered rather than clustering around the Soldier.
Pyro
- The Pyro's airblast is one of the few ways to deal with ubered giants and can be upgraded to make seperating Medic and patient quicker.
- Whether dressed in fine suits or plate metal Spies are flammable all the same. If the Announcer alerts you to the presence of Spies start Spy checking.
Demoman
- The robots follow pre-set paths so Sticky Bomb carpets are more effective than in normal gameplay. Upgrade for maximum effectivness.
Heavy
- Unique to Heavy is the unlockable ability to shoot and destroy projectiles with his Primary. Use this to counter Giant Soldiers.
Engineer
- Sentry Guns are vital for controlling choke points and dealing big damage to giant and the tank but attract Sentry Busters. Keep an eye out at all times.
- Use a Teleporter to make travel between the frontlines and base quicker. It may make the difference between safety and Payload delivery
Medic
Sniper
Spy
- Unique to Mann vs Machine the Spy's Sapper can be placed to disable robots. Unlike conventional gameplay there's a meter that must be left to fill before they can be used again.