Community Mann vs. Machine strategy
“ | Oh, I am going to murder so many robots.
Click to listen
— The Medic after studying some strategies
|
” |
This article details strategy for the Mann vs. Machine game mode.
Contents
- 1 General Strategy
- 2 Class-specific strategy
- 3 Counter Robot Strategy
- 4 Scout Robots
- 5 Giant Scout Robots
- 6 Soldier Robots
- 7 Giant Soldier Robots
- 8 Pyro Robots
- 9 Giant Pyro Robots
- 10 Demoman Robots
- 11 Giant Demoman Robots
- 12 Heavy Robot
- 13 Giant Heavy Robots
- 14 Engineer Robots
- 15 Medic Bots
- 16 Giant Medic Robots
- 17 Sniper Bots
- 18 Spy Robots
- 19 Sentry Buster
- 20 Tank
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 ammo placements and consider getting Engineers to place Dispensers at choke points. Slain players still drop their weapons, however, so if your teammate is unfortunate enough to die, grab their ammo if you need any. You may also refill your weapons with ammo in the form of destroyed Engineer buildings, most commonly if a Sentry Buster has just detonated beside them.
- Robots rarely, if ever, jump. Maps are designed so most places can be reached without jumping. If you need to evade pursuing robots, look for something to jump on or over.
- If there are Spies on the field, you can also quickly show teammates that you are not a disguised enemy Spy by hopping.
- Tanks do not harm players, so feel free to get as close as you want when trying to destroy one. Be careful when attacking a tank in a confined space however, because a turning tank may crush players against walls and kill them instantly.
- Try to collect all the money the robots leave behind. The Administrator gives the players a bonus $100 if the team collects it all, and more money means more upgrades.
- 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.
- 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.
- Before entering your first wave of the mission, consider your class and its weapons carefully. Once that money is invested into the class and the wave is won, you can only get one refund on previous upgrades. Switching classes mid-mission without using the Refund Credit option is an advanced tactic and should not be attempted by beginners.
- Refunds are not made permanent until the first wave is beaten. They can be bought back without penalty at any time during Wave 1.
- If your team keeps failing at a wave, consult the scoreboard to see who may not be contributing their fair share. The culprits may have sub-par upgrades, tactics, or weaponry. Correcting their mistakes may be a huge help.
- Über Medic Robots always spawn with a full ÜberCharge meter and will use it if they even take the slightest bit of damage. Either make them waste their ÜberCharge early before they reach your ally's choke point or destroy them with a single blow. Demoman is the most popular class choice for this role, followed by Sniper.
- Before each wave, before the robots are released, there will be floating holographic arrows that show the path the bomb robot will take. Use these to plan a defense. Engineers should especially take heed of these arrows to set up more effective Sentry Guns, and Demomen should leave their sticky traps where the robots will go. Most of the team should focus firepower there and locate chokepoints so you can easily pin down enemies.
- Remember that these arrows disappear when the robots appear, and that the arrow locations change between waves. If your team fails to defend against a wave, the path may change, too. Before a wave, if a Teleporter isn't present to take you to the front lines, consider following the path for practice.
- Enemies may stray from the path to chase down a player, so try to kill them before they take another route to the base.
- If the robot carrying the bomb is moved off this path and then killed, the robots will go for the bomb and then take the shortest route to the hatch. Keep this in mind.
- Robots cannot attack or be harmed until they touch the field, so Demomen and Soldiers have time to leave explosives in the enemies' path.
- Don't be too eager. If you blast robots too early, you'll waste your ammo.
- Bomb carriers taunt to receive their buff, and robots surrounding them stop to wait so they can travel together. 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.
- Be wary of Sniper robots when you are in areas with open sightlines. Jump and strafe constantly just like in any real match in order to make it more difficult for robots to lock on to you.
- Try to make your team's class composition balanced. Know the strengths and weaknesses of every class.
- At the end of a wave, instead of running back to the upgrade station, switch classes and switch back for a fast way to come back to upgrade station between waves.
- Be warned: if you have a killstreak weapon equipped, switching classes will end your killstreak.
Class-specific strategy
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.
- 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.
- 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.
- 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 may feel like you're on a low-gravity server.
- Many Scouts forego 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 and provides a healing bonus, so it may be a good choice if you don't mind the increased knockback.
- The Baby Face's Blaster can be effective since you will able gain speed for free which can be stacked while you upgrade the Scout's movement. There are always loads of enemies for the Scout to shoot so there is no real drawback when he is constantly jumping multiple times.
- 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.
- 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.
- 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 incoming damage. It can be a decent replacement for players who do not own the Fan O'War, but keep in mind that the Sandman reduces the Scout's health to 110 and its upgrade to mark costs $500.
- Only one robot can be marked at a time, so don't try to spam the FoW, and don't bother upgrading it. Don't waste your time marking a giant if it is almost dead.
- As a Scout, you are usually the only one that can catch up to giant Scout Robots early in the mission.
- 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 some of the best tank-killing weapons in the game.
- A good Scout knows how to contribute to their team without ignoring money. Prioritize your objectives for maximum efficiency.
Soldier
- If you have the Buff Banner equipped and your Rage meter is full, fall back to a Dispenser or ammo pack while reloading. Once you've loaded up, use the Buff Banner to boost yourself and your teammates.
- Be aware that Sentry Guns will deal mini-crits if and only if the Engineer is under the radius.
- Deflector Heavies can destroy your rockets, and worse, Pyros can airblast them. Attempt to fire at them from somewhere they are not aiming at.
- Since your rockets may take a while to reach the enemy, fire towards where they're going to go rather than where they are.
- Investing in Blast Resistance allows you to rocket jump without losing as much health.
- The Rocket Launchers have a wide variety of upgrades available which makes them expensive to fully upgrade. Invest in fast Reload before anything else.
- The Beggar's Bazooka in particular becomes a devastating weapon because the miss chance is a non-issue -- you're always going to hit something. Max out Reload Speed, Ammo Capacity, and Damage, with a point of Rocket Specialist and some Health on Kill, and you might stop an entire wave by yourself by repeatedly clicking M1. Don't load up rockets very often; the most efficient way to deal damage with the Bazooka is to launch them one by one, never having to reload.
- An upgraded Righteous Bison can be a powerful tool. Investing in faster Reload and Firing Speed can allow a Soldier to take down large groups of robots by himself.
- Consider the Cow Mangler 5000 for this mode. Its infinite ammo will help in taking out large groups of robots, but do not spam the charged shot; it will always use up your entire clip, no matter how big it is, for mere mini-crit damage. You also cannot be crit boosted, so tell any Kritz Medics to charge someone else.
- Soldiers, along with Pyros and Stickybomb Launcher/Scottish Resistance Demomen, are effective at defending the spawn point if the team is pushed back, since they can quickly fire at robots about to deploy the bomb without needing to aim well.
- Avoid getting too close to groups of robots due to your rockets' splash damage.
Example Combinations | ||||
---|---|---|---|---|
Combo | Usage | |||
or |
For the Soldier who wants to keep his team on the offensive. The Bazooka's high damage and, if it is fired continuously, essentially infinite clip are great against crowds and build up your backpack's meter faster. The Buff Banner enables mini-crits for the whole team, including Sentry Guns, making it a great damage boost. Alternatively, the Concheror helps to keep the team alive and the increased speed can turn everyone into a money collector. The Escape Plan aids in retreating from enemy fire, allowing you to restock on health and ammo and keep the team's offensive momentum going. Focus on upgrading your primary; buy max Reload Speed, one point of Rocket Specialist, some Health on Kill, max Ammo Capacity, and max Damage. | |||
or |
The Tank Buster Soldier, appropriately named in a tanking role, is great in survivability. The Black Box, given how it will often hit multiple targets, can keep your health consistent, as you receive 15 health for every robot you hit. The Battalion's Backup can protect your team from 35% of all damage and critical hits, while the Concheror gives you and your team health back for dealing damage. Both pair well with your ability to recover lots of health simply by firing into a crowd, letting you tank loads of hits and help your team hold off the robot menace. The Disciplinary Action is additional support for your teammates, letting you and a teammate quickly make it back to the front lines, as well as assisting in gathering money before it disappears. Upgrade Reload Speed, Firing Speed, Clip Size, and Damage. | |||
Soldiers can save the most cash with this loadout, and the distinct advantage of the Cow Mangler 5000 as an all-purpose general Soldier primary is that it is has unlimited ammo. Thus, a Mangler Soldier can position himself anywhere. One optimal route for upgrading the Mangler would be to focus on Reload Speed, Firing Speed, Damage, and Clip Size, with a Rocket Specialist point and Health on Kill being purchased over time. And of course, don't bother with Crit Canteens; they will do nothing. |
Pyro
- The Pyro's airblast's versatility drastically increases in this game mode.
- The airblast is one of the few ways to deal with ÜberCharged giants and can be upgraded to make separating a Medic and patient quicker.
- The airblast can also push bomb carriers away from the bomb hole.
- The airblast can lift Giant Scouts and Sentry Busters, allowing the player to continuously blast them in one place for easier elimination.
- A Pyro with upgraded airblast can single-handedly delay bomb carriers on some maps while the rest of the team focuses on killing a tank.
- Whether dressed in fine suits or plate metal, Spies are flammable all the same. If the Administrator alerts the team to the presence of Spies, start Spy checking.
- When Spy bots arrive on the map, fall back to the Engineer's Sentry Gun, possibly with a Homewrecker or a Neon Annihilator, to keep his nest intact as long as possible, and remember to Spy check all teammates.
- Upgrading the regular Flare Gun to give it an increased rate of fire allows you to stack up critical hits on burning targets from a safe distance. Consider using this against giants and situations where it can be risky to get in close. Upgrading the Scorch Shot in a similar manner can also allow you to knock back targets and keep them from retrieving the bomb. Keep in mind that tanks do not catch fire, however. The Detonator sacrifices critical hits on burning targets, but you can ignite multiple robots at once.
- Using a Übercharge canteen and your Axtinguisher can allow you to stand up to giants and take them down in short order. Equip the Degreaser to hasten your weapon switch.
- Because of the Pyro's tendency to get close and personal to deal damage, a Return to Base Canteen allows the class to have a quick escape and even chasing power.
- A crit-boosted Pyro can be a reliable and continuous source of damage against Tanks, due to the Flamethrower's high damage rate. Using a Critical Hit Boost canteen or pairing with a Kritzkrieg-wielding Medic, a Pyro can deal very significant damage to a Tank.
- Although the Phlogistinator sacrifices support options, investing in some resistance upgrades and health-per-kill upgrades, combined with well-timed use of the health refill, can allow a Pyro to take on more of a tank role. Along with a Critical Hit Boost or Übercharge canteen, you can even take out giants and any Medic bots attached to them single-handedly. Just keep an eye on your ammo reserves, and don't be afraid to invest in some ammo upgrades if you feel you need it.
- The Phlogistinator can increase your Mmmph meter from attacking the tank. This means you have critical hits on the tank the majority of the time. On most maps, a Pyro can even defeat the tank by themselves with damage upgrades.
- Robots always suffer the duration of an afterburn as their Pyro teammates do not airblast them. A hit-and-run strategy combined with burn damage/time upgrades suits the Pyro well.
- The Backburner's guaranteed critical hits from behind mean that you can take on an ambushing support role, quickly cleaning up the remains of a robot mob in coordination with a Sentry or Heavy/Medic combo, or softening up an incoming wave to be dispatched by your allies.
- The Third Degree is invaluable when dealing with Giant Heavies and their retinues of Quick-Fix Medics. Use an ÜberCharge canteen to close the distance, then attack the Medics with your weapon to remove the giant's source of healing. Once you hit them with your axe, the giant's attention will be on you, so you may want to have more than one ÜberCharge to assure your safety.
- If you are able to sneak in, a crit boosted attack from the Third Degree will eliminate all the Medic Bots in one shot. Consider this strategy if you lack a convenient way to dispatch a group of Über Medics healing a giant.
- Make use of the corner to ambush a group or a giant Robot.
Example Combinations | ||||
---|---|---|---|---|
Combo | Usage | |||
For missions heavy with Medic Robot support, especially those that send several medics with one Giant Robot, the Third Degree can make quick work of an otherwise tough situation. Light up the giant robot first, then just a few swings with the Third Degree will liquefy all the medics before they have a chance to Über. Just be sure to have a Medic yourself or a Übercharge canteen so you can survive going toe-to-toe with a Giant Robot. The normal Flame Thrower is advisable since it has no penalties to Airblast or afterburn damage. The Reserve Shooter with a fire rate upgrade can be used to get a nice burst of damage after airblasting the giant robot. Since you'll be pumping a bunch of money into defense anyway, it becomes preferable over the safer Flare Gun option. | ||||
This weapon combination for Pyro is capable of crowd control and handling any robot save Giant Pyros, Sentry Busters, and Tanks completely by yourself. Phlogistinator is the main weapon of the set, due to how easy it is to build 'Mmmph'. Flare Gun is recommended over other secondaries due to how it has higher damage output on giants than any other of the Pyro's secondaries, in addition to building Mmmph at a safe distance. Back Scratcher gives Pyro a boost to medkit pick-ups, complimenting this Pyro's lone wolf playstyle and letting any Medics worry about less people to heal. Übercharge canteens are essential to the set, as a lone Über + Crit Pyro combo is a force to be reckoned with. Use them after the end of Phlogistinator's taunt or if you're about to die during it. Upgrades can vary, but should focus on increasing your overall efficiency during the Mmmph's effect. Maximum reloading speed for the Flare Gun is recommended, as it builds Mmmph quickly and reliably deals heavy damage on giants. | ||||
or or
Flare Gun or Detonator or Scorch Shot |
This set is for an Axtinguisher Pyro. Upgrade the Flare Gun's and Degreaser's burn time to deal crits without having to continuously re-ignite the robots. The Degreaser's faster weapon switching makes dealing crits faster and easier. The Detonator and the Scorch Shot allow you to ignite multiple enemies at once, so you can quickly take down a group of robots. They also help you to hit the robots easily if you aren't good with Flare Guns. The Axtinguisher is very powerful, doing major damage to any robots that are on fire from behind. This is crucial for when a robot is about to drop the bomb and you need an immediate push to stop it, working very well on giants as well with your fast weapon switch and potential firing rate upgrades. You can further upgrade the your Axtinguisher attack speed, allowing you to deal heavy damage. Aprroch the robot ranks form behind to get full critical damage. |
Demoman
- The robots follow pre-set paths, so Sticky carpets are more effective than in normal gameplay. Upgrade for maximum effectiveness.
- The Scottish Resistance is a very viable weapon to keep, as it is cheaper to fully upgrade than the stock Sticky Launcher, and its downsides are largely irrelevant due to the predictable nature of robot movement.
- Buy Reload Speed and Firing Speed so you fire more projectiles in a shorter period of time, and some Health on Kill to keep yourself alive. Then max out Damage.
- The Critical Hit Canteen can be used to make fatal Sticky traps for giants and chip a chunk of health off of tanks.
- Tanks are easy targets for your Grenade Launcher because of how big they are, and unupgraded grenades do more damage to them than unupgraded stickies. However, if you are upgrading mainly your Stickybomb Launcher, use it against Tanks as well as robots, and do not split your cash between two offensive weapons.
- While not as effective damage-wise as the stock Grenade Launcher, the Loose Cannon can be used as a sidearm for dealing with popped Über Medics and for resetting the bomb.
- If you have a Kritzkrieg Medic, have him charge you during Setup to plant critical Sticky Bomb carpets before the next wave starts. There is no penalty for doing this, as a Medic's Ubercharge builds up quickly during Setup.
- However, if no powerful robots appear in the wave until deep into it, the critical Stickies will often make no difference. Weak common robots would be easy to kill anyway, and a Demoman saving the critical Stickies for a Giant will often lead to either the team getting pushed back so far that he cannot focus on the robot spawn where he laid them, or his death and loss of his Stickies.
- Avoid getting too close to groups of robots; Demoman's explosive weaponry is not made for close combat.
- One of Demoman's biggest jobs in Mann vs Machine is killing Uber Medics, as a Sticky trap can take away all of their health in one blow, not allowing them to Uber. Be aware of when Medics spawn, and, if they make it deep into the map, where they are.
- Demoman excels at killing Quick-Fix Medics, too; while they cannot Uber, laying a Sticky trap and waiting until the patient passes over them will allow you a clear shot at blowing the Medics up.
- If you plan on Demoknighting, consider using the Chargin' Targe, as it has higher resistances than the Splendid Screen & Tide Turner, and you'll rarely make use of a shield bash or require high turning control. Rack up heads with an Eyelander to improve your survivability, and upgrade Movement Speed on top of that to be able to circle-strafe most Giants and avoid their devastating attacks while you attack their legs.
- Demoman's melee weapons not only have Damage upgrades, but can also be upgraded to grant up to four seconds of full crits on a melee kill. This, combined with Health on Kill and Attack Speed on your melee weapon, can make you hard to kill.
Heavy
- Even Heavy cannot survive the combined fire of larger waves of robots. He needs Resistance and Health-on-Kill, or a Medic with upgraded healing rate, to take on a tank role.
- Unique to the Heavy is the upgrade to knock enemy projectiles out of the sky. Use this to counter enemy Soldiers and Demomen, particularly Giants.
- To more easily knock a Giant Soldier's rockets out of the air, crouch and aim at their feet.
- Also unique to the Heavy is the Rage upgrade; once acquired, it builds when you damage robots. Rage can push a high-health Giant away from deploying the bomb, or shove the bomb carrier into a pit. However, you deal half damage while Rage is deployed, and the increased distance between your team and the robot you're pushing away will cause additional damage fall-off. Use this upgrade wisely, or don't get it at all.
- Be especially careful with using Rage on Giant Medics. You can pin them into a corner, but once your Rage wears off, they'll likely still be alive due to your reduced damage and can run right up to their heal target again if it is still alive as well. Or worse, it can latch onto a Super Scout.
- Max out Firing Speed, and get some Penetration, Health on Kill, Ammo Capacity, and the necessary Resistances. If you upgrade Destroy Projectiles, purchase both points.
- Bodyblock Super Scouts whenever possible. To do it, stand adjacent to a corner that the Scouts take tightly, and shoot at them when they are unable to pass you. The added ramp-up damage from them being so close is a bonus.
- Tanks have a -75% damage resistance to your primary. If there is another big threat to handle besides the Tank, do not focus on the Tank.
- Watch out for Sniper bots. Your slow speed makes you an easy target.
- Watch your back when Spies appear. Don't be afraid to give any approaching ally a quick burst, just to be safe.
- The Minigun is expensive to upgrade, but has a high base DPS. As a result, on missions with low starting money, going Heavy without any upgrades for the first wave and switching to your damage class of choice after the wave is complete is a viable strategy.
- The Brass Beast's damage boost is a valuable asset in Mann vs Machine; it can take down enemies the quickest out of all your weapons. Just don't let yourself become overwhelmed while trapped revving up or down. If the reduced mobility is a major issue, the stock Minigun is your best bet.
- Natascha can slow down the robots and render them easier to mop up, which can be handy against Giant Scouts. However, the -25% damage is very noticeable, and the slowdown will rarely have much impact on how you do against weak common robots or slow Giants. In addition, slowing Sentry Busters may be annoying to your Engineer if he wants the Busters to reach him as soon as possible so he can blow them up.
- Tomislav allows you to react quicker when swarmed, but the lower firing rate will severely hinder you since you spend so much time continuously firing at Giants and enemies in general.
- Huo-Long Heater is unique in that in can inflict afterburn on robots with its ring of fire. Still, afterburn does not deal much damage, and the Heater suffers from quick ammo consumption.
- Your Sandvich is just as valuable in Mann vs. Machine as in regular gameplay. Use it recover when there are no health kits nearby, or throw it to a teammate who has taken damage.
- Same goes for the Gloves of Running Urgently, as their ability to get you to and from fights quicker becomes even more useful when there are so many fights.
Engineer
- Before the wave begins, all your buildings cost no metal, build instantly, and automatically upgrade to level 3 upon placement. Use this to your advantage.
- Ammo and metal are harder to come by in this mode because robots don't drop their weapons when destroyed. This makes Dispensers extremely important, especially for ammo-chewing classes like Heavy and Pyro. Before each round begins, be sure you have a Dispenser set up where everyone can reach it quickly (including you, in case it gets sapped) but not in such obvious sight that the robots target it.
- Consider upgrading the Dispenser's range so your allies don't gather around in a single spot.
- Sentry Guns will rebuild at an instant when hauling it to another location. This is a good strategy when the bomb carrier has breached your team's defenses or when taking down a tank.
- Sentry Guns are vital for controlling chokepoints and dealing large amounts damage to giants and the tank, but they attract Sentry Busters. Keep an eye out at all times.
- Generally, the places that contain ammo boxes are ideal to build Sentry Guns.
- The Building Upgrade Canteen can be vital, allowing you to immediately get your Sentry back in to the fight at maximum power after it's destroyed.
- If a Sentry Buster gets too close, grab your Sentry Gun before it explodes, but be careful as it can destroy other buildings near its blast radius and can kill you if you are near it when it explodes.
- If a Sentry Buster targets your Sentry Gun and you pick it up before the robot activates, the Sentry Buster will chase you instead, arming when it gets near you. This is another tactic you can use to save your Sentry Gun, and it will count for the achievement Real Steal. During a lull, you may also lead the Sentry Buster to your teammates, who can finish it off. (Be careful, though, this is also a great way to blow them all up!)
- If you want to easily survive a detonation from a Sentry Buster, buy an Übercharge Canteen and stand next to your Sentry Gun. Deploy the Canteen's buff when the Sentry Buster crouches, and you and your Sentry will be safe from harm for five seconds. To keep your nest intact, you can also use the above tactic to lead the Sentry Buster away from your other buildings, or pick up a second building to shield it.
- More Engineers on a team means more Sentry Busters per wave. Sometimes more than one Sentry Buster will appear at once, so be prepared for them.
- Use a Teleporter to cut the travel time between base and the front lines. It may make the difference between safety and Payload delivery. Investing in the two-way teleporter upgrade also makes it much easier for the Engineer to get out of a Sentry Buster's range, since you can teleport back to the entrance before it gets to you.
- If a single tank is coming and you haven't upgraded to a two-way Teleporter yet, consider building your Teleporter backwards (exit at the base), then haul the Sentry Gun when the tank passes you by.
- Do not build your Teleporter exit next to your Sentry Gun and Dispenser, so if a Sentry Buster arrives on the field, it'll be one fewer building to worry about getting destroyed. Also, if there is a player being transferred, it will also prevent the death of the player when there is a Sentry Buster exploding.
- It is also possible to use the Teleporter as a makeshift elevator, to allow teammates to get to higher ground without taking a detour or wading trough the robot wave. Place the entrance where allies are likely to take cover, and place the exit at a good vantage point that is not easily accessible otherwise.
- To create convenience and efficiency for your teammates, place your Teleporter facing the entrance or near chokepoints. Make sure the field of view is large and never place a Teleporter facing a wall.
- Placing a Sentry at a choke point or on certain corners is a great way to block Super Scouts. There are several places on each map where this can be done. Learn them and use them.
- Sometimes it can be helpful to build your Sentry Gun near an edge. Not only does it give you height advantage and protection, but the edge will also serve as an escape route from Sentry Busters, as their explosion will not affect targets on lower ground.
- Be especially careful where to place your Buildings on waves with Soldiers and Snipers as more difficult hordes love to pick off Buildings from across the map. Use the walls and your environment to prevent them from being seen.
- Consider using your Wrangler if you have one. The increased firing speed and defense buff can be extremely powerful in the right situations, such as against giants and tanks. If you learn to use the Wrangler skillfully, the increased damage will compensate for the loss of aimbot against all robots except hordes of Scouts. In addition to the statistical buffs bestowed by the Wrangler, you should be able to prioritize targets better than the Sentry AI. Just be sure not to get tunnel vision!
- The Wrangler is a great tool for taking out Sniper bots.
- Use your Frontier Justice to rack up revenge crits very quickly from your Sentry Gun. Close-range crit-boosted shots from the Frontier Justice will deal 180 damage. Multiple shots can chip away at a tank or giant robot's health.
- Using the Destruction PDA on your Sentry Gun will still give you revenge crits for the Frontier Justice. Doing this between waves is smart because you can instantly rebuild your Sentry Gun to level 3 after you destroy it.
- In the hands of a decent shot, a Widowmaker can keep you filled with metal. So long as you produce more damage than you consume metal in the shot, you come out ahead, and even the odd bad shot can be made up with a good hit next shot. And it never needs reloading. Maxing out your maximum metal and investing in a pierce shot upgrade can provide you with a near unlimited amount of ammunition if your aim is sharp, and the fire rate upgrades (while optional if you have spare money near the final waves) will allow you to recover metal much quicker. Take note that the Tanks do not provide metal when shot (despite still taking damage), so don't waste your metal that could be used on your buildings.
- The Rescue Ranger can be used as a long range sidearm or to save a Sentry Gun in a pinch, either if you're unable to directly pick up your Sentry Gun on time or to strategically get to a safe area and pick up your Sentry Gun to repair it. The Mark on Death can be a problem, however, especially if you and your Sentry Gun are being swarmed.
- The Pomson 6000 can be used to assist your team with taking out medics and Spy bots. When it hits a Medic, it will decrease the amount of ÜberCharge it has, giving your team more time to take it out. When used against Spies, it will help decrease the amount of time they can recloak, helping your team to kill them faster.
- Buying an additional Sentry Gun will let you place a disposable Mini Sentry Gun so you can spread more damage with both Sentry Guns.
- Find places with some protections near the robot passages to build the disposable Sentry Guns. Such as a corner of a building, a narrow path on the side.
- It would be better to face the Mini Sentry Gun towards the robots' attack direction since it will create damages from their back and it takes time for them to shoot back.
- When the additional Sentry Gun is destroyed, any kills it has gotten also get added as revenge crits for the Frontier Justice.
- Use Building Upgrade canteens to rebuild quickly if your buildings have been destroyed during a wave.
- The Pistol by default has a large ammo reserve so it can have its fire rate upgraded without needing to invest in ammo reserve upgrades early on.
- Investing on Wrench attack speed and increased total metal upgrades gives the Engineer a higher chance of keeping his Sentry alive when it takes heavy fire or is being sapped. Also, you will build your buildings faster since you wave faster and do not need to find additional metals.
- Faster classes know how to circle-strafe. Your Sentry Gun is not safe if you leave it among a group of robots.
- Eureka Effect can be used to escape from critical situations or to fast teleport to spawn to buy upgrades and power-ups if there are no threats around. However, beware its halved repair speed, which makes it very difficult to keep your sentry alive under sustained fire.
Example Combinations | ||||
---|---|---|---|---|
Combo | Usage | |||
or or | or |
A standard Engineer loadout, and possibly one of the most important loadouts in any Mann vs. Machine team. Your primary depends on your personal tastes. The Shotgun is reliable and doesn't rely on any factors besides its own ammo, while the Frontier Justice can potentially turn you into a glass cannon should you lose a sentry to a Sentry Buster. With the latter, you can destroy your Sentry after a wave to collect the many revenge crits it has likely built up. Pomson 6000 doesn't require ammo, though its use fluctuates depending on what it's being fired at. The Wrangler is a very powerful tool, as it lets you kill Snipers from afar, handles crowds and giants at a safer distance, and provides additional fire-power against Tanks. Be aware that you cannot move your Sentry while it is being wrangled, meaning if a Sentry Buster exploding your nest is imminent, then switch weapons before it's too late. Your Wrench and its variants are the Engineer's best melee weapon, as it doesn't have the drawback of fire vulnerability, which Pyros will take advantage of, and allows you to move your buildings, a trait essential with Sentry Busters running about. The Jag can be used instead, though it offers less melee potential against Spy-bots. Canteens should focus on instant building upgrades, as they are cheap and vital to maintaining your team's defense should your sentry break. Upgrades can go exclusively into strengthening your Sentry Gun, though faster firing speed for your melee is also extremely helpful, as it lets your Sentry take more DPS during the enemy's pushes. If you have any credits left over near the end of a mission, upgrading movement speed or your primary weapon are good choices. | ||
This layout sacrifices the Engineer's raw sentry power for survivability and personal firepower. The advantage of not attracting Sentry Busters is a niche only possible with the Gunslinger, as Mini Sentry Guns do less damage yet rebuild cheaply and quickly. A second Mini sentry can be built with an upgrade, letting you deal damage near constantly at chokepoints between you and your two Sentry Guns. The Widowmaker, when paired with Metal upgrades, can be a constant stream of Shotgun blasts. Piercing upgrades with the Pistol, while not going to match the power of your Widowmaker, give you a chance to regain metal and release back-to-back shots, all without letting up on the pressure. Your canteen doesn't really matter, due to how ammo refill isn't really necessary while ÜberCharge is too expensive for you to effectively make use of it. Kritzcharge canteens can help in a pinch as crit shots from the Widowmaker recover more metal. Upgrades on your metal capacity and firing speeds will work best with this layout, due to how you'll want to make up for your Sentry Gun's firepower by providing instant barrages of shots from your Sentry Guns and Widowmaker. | ||||
or |
The Rescue Ranger forfeits most of the Engineer's personal firepower, placing the emphasis on keeping your Sentry in operation. It enables you to repair the Sentry at a distance by shooting at it and, at a cost of 130 metal, you can retrieve it from a distance. Retreat to a safe distance when sentry busters appear and when it is ready to explode, fire and warp it out of danger. This can also be used to quickly redeploy ahead of robots and get the drop on them, especially in combination with sentry jumping. Invest in Metal upgrades early to offset the high cost of ranged sentry retrieval. Be aware that with the Rescue Ranger equipped, you are marked for death while carrying any building, so this set can be risky in situations where there is little cover. The Eureka Effect can be used to teleport to the Telporter Exit or back to spawn for additional mobility allowing for the Engineer to warp out of danger and then take their sentry with them. Use the Rescue Ranger's repairing shots to compensate for the slower repair speed of the Eureka Effect. |
Medic
- One Medic ability unique to Mann vs Machine is the ability to revive fallen teammates. Reviving can allow your team to maintain and strong presence and keep up the pressure against the robots.
- However, prioritize reviving as necessary; perhaps your Demoman needs help to handle incoming Heavy bots, and reviving your own Heavy would take too long for you to help him, resulting in the deaths of both you and the Demo.
- Another useful ability for the Medic unique to Mann vs Machine is the Projectile Shield. It blocks projectiles and bullets, but not fire, and deals damage to any robots who run into it. Use its damage-dealing capabilities against weak robots like Scouts, and its blocking utility against higher-power enemies like Giants.
- Do not ram the Shield into a Giant to deal damage; this will put the Shield behind the Giant's weapon, meaning it will block nothing. Protect your teammates so they can kill it.
- To make the most out of your Canteen-sharing upgrade, use the Uber Canteen with the Kritzkrieg and the Crit Canteen with the stock Medi Gun.
- Be proactive! Use your Ubersaw against weak, lonely robots and Sentry Busters to quickly build up Ubercharge for your patient to use.
- An Uber Canteen can allow you get up close to the robots and leech Uber off of them more easily.
- The Canteen Specialist upgrade causes a Canteen you use to be deployed on your patient as well as yourself. Once you have activated the effect while healing them, it will remain on them for the entire duration of the charge, even if you withdraw your healing beam.
- Watch out for Spy and Sniper bots. You're a high priority target, so always be aware of your surroundings, and stay near your teammates for support.
- If there is a Demoman in your team, you can Kritz him before a wave so he can lay critical stickybombs on the field. Your secondary charges quickly during Setup time, allowing you to regain your charge almost immediately.
- Useful Medi Gun upgrades include Healing Mastery, Projectile Shield, Overheal Expert, Uber Duration, and one point of Canteen Specialist.
- Charge your secondary more easily with either increased Ubercharge Rate or Ubersaw Attack Speed.
- Movement Speed can be handy for dodging attacks and catching up to Sentry Busters, and Resistances serve as a direct buffer against damage.
Example Combinations | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Combo | Usage | |||||||||||||||||||
or |
The most common loadout for a Mann vs Machine Medic, it favors maximum Kritz charge efficiency. The Kritzkrieg's crit boost will almost always be appreciated by any Medic buddy, whether it's a Heavy slicing through Giants or a Pyro burning down a Tank. Upgrade the Projectile Shield, Uber Duration, either Ubercharge Rate or Ubersaw Attack Speed, some Overheal Expert, one point of Canteen Specialist, and Movement Speed and Resistances as needed. The Ubersaw is your melee of choice for easy access to more Kritz charge from weak robots & Sentry Busters, or from any robot with the help of an Uber Canteen. Your primary will rarely matter; you can use the Crusader's Crossbow for its ability to heal teammates when you're separated from them and for added Sniper killing power, or the Overdose for its extra speed based on your charge percentage when deployed. | |||||||||||||||||||
or |
The goal of this set is to keep your team safe. The advantages of the Quick-Fix in Mann vs Machine are its faster healing rate and the resulting shortened amount of time required to charge the Projectile Shield. Utilize these positives keep your team alive more effectively. Upgrade Projectile Shield, Healing Mastery, Overheal Expert, one point of Canteen Specialist with Crit Canteens to back it up, and Movement Speed and Resistances. Your primary is again a choice between the Crossbow, for its long-range healing and good damage against Snipers, and the Overdose, for its speed boost. You melee weapon of choice should be the Amputator, as its increased self-healing when deployed can be useful for your survival, and the Ubersaw will be of little worth with the Quick-Fix's weak Uber. | |||||||||||||||||||
or | or |
For Medics who want to use the stock Medi Gun in this mode. Providing your patient 100% invulnerability allows them to get up close and personal with the robot horde, guaranteeing an attempted bodyblock or letting them endure against gigantic hordes of enemies. Upgrade Projectile Shield, Healing Mastery, Overheal Expert, one point of Canteen Specialist + Crit Canteens, and Movement Speed and Resistances. The Crossbow and Overdose remain the two most useful primary weapons; however, you have a choice with regard to your melee. The Ubersaw can aid in your Uber building, but if you don't see the stock Ubercharge to be worth focusing on building, the Amputator can aid in your survivability. | ||||||||||||||||||
or |
The Vaccinator grants your pocket resistance against a certain type of damage, meaning there is a learning curve in which you set the right resistance against the right group of robots. If the Vac is used correctly, your patient should stay alive through the resistance, and you should stay alive due to the supplemental healing when your patient is damaged by the type of damage you are protecting him from. The protection against crits is a bonus. The Vaccinator's 4 separate Ubers also let you exploit the increased revival rate when Ubercharging, as you can Uber whenever someone needs to be brought back. Upgrade Projectile Shield, Healing Mastery, Overheal Expert, one point of Canteen Specialist with Crit Canteens, and Movement Speed and Resistances. The Crossbow and Overdose remain the two best primaries for the job, and the Amputator is recommended over the Ubersaw since the Vaccinator builds Uber so quickly. Sniper
Spy
Counter Robot Strategy
Scout RobotsScout Robot
Force-A-Nature Scout
Shortstop Scout
Bonk Scout
Minor League Scout
Hyper League Scout
Jumping Sandman Scout
Giant Scout RobotsSuper Scout
Giant Bonk Scout
Major League Scout
Armored Sandman Scout
Giant Jumping Sandman Scout
Force-A-Nature Super Scout
Soldier RobotsSoldier Robot
Extended Buff Soldiers
Black Box Soldier
Blast Soldiers
Giant Soldier RobotsGiant Soldier
Giant Buff Soldiers
Giant Rapid Fire Soldier
Giant Burst Fire Soldier
Colonel Barrage and Major Crits
Giant Charged Soldier
Giant Black Box Soldier
Giant Blast Soldier
Sergeant Crits
Major Crits (Boss)
Chief Blast Soldier
Pyro RobotsPyro Robot
Flare Pyro
Giant Pyro RobotsGiant Pyro
Giant Flare Pyro
Demoman RobotsDemoman Robot
Burst Fire Demoman
Demoknights
Samurai Demo
Giant Demoman RobotsGiant Rapid Fire Demomen
Giant Burst Fire Demoman
Giant Demoknight
Major Bomber
Heavy RobotHeavy Robot
Deflector Heavy
Shotgun Heavy
Heavyweight Champs
Steel Gauntlet
Steel Gauntlet Pusher
Heavy Mittens
Giant Heavy RobotsGiant Heavy
Giant Deflector Heavy
Giant Heal-on-Kill Deflector Heavies
Giant Heater Heavy
Giant Shotgun Heavy
Captain Punch
Engineer RobotsEngineer Robot
Medic Bots
Quick-Fix Medic
Über Medic
Giant Medic RobotsGiant Medic
Sniper BotsSniper
Sydney Sleeper Sniper
Razorback Sniper
Bowman
Rapid Fire Bowman
Spy Robots
Sentry BusterSee also: Anti-Sentry Buster strategy
Tank
|