User:SP458/MvM
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Contents
Endurance Mannworks Mission - Ominous Obstruction
Waves
Ominous Obstruction | |
---|---|
Basic Information | |
Name: | Ominous Obstruction |
File name: |
mvm_mannworks_ironmonger
|
Developer(s): | Valve |
Map: | Mannworks |
Mission type: | Unknown |
Waves: | 3 |
Difficulty: | Expert |
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 |
Strategy
The first wave begins with a slow procession of Giant Rapid Fire Soldiers accompanied with Steel Gauntlets and Bowmen. Both queues will ultimately regroup on the main trail, allowing you to destroy them. A Spy can easily terminate Steel Gauntlets with a backstab.
Once 1B has finished appearing, several Super Scouts will spawn. Let a non-Giant robot carry the bomb while you destroy these Scouts. Alternatively, you can ask a Scout to upgrade his Mad Milk to slow down them or even establish a barricade to block them.
Having a Medic-dropping class (Demoman or Sniper) is highly recommended to beat 1C-2 and 1D because of the high number of Über Medics spawning in these sections.
The part 2A introduces the brand-new Tank Buster Soldiers. They lead formations of 4 Heavies and 1 Medic and combine the advantages of the Black Box Soldier and the Extended Backup Soldier. However, killing the Medic first is crucial, as it can potentially Über the Soldier and allow it to advance further. Several Stickybombs will be needed to counteract the protection granted by the Battalion's Backup (Crit-boosted Stickybombs won't work here).
The parts 2D and 2E (end of second wave) feature a mix of Fast Scorch Shot Pyros, Steel Gauntlet Pushers, Samurai Soldiers, Giant Burst Fire Soldiers and Giant Heater Heavies healed by Giant Medics. Split the team to be able to take care of all these problems at once.
The last wave is divided into five main parts:
- The first part mixes up Giants (Charged Soldiers and Burst Fire Demomen) with fast melee Heavies. The huge number of Heavy Mittens may make you forget the boosted K.G.B. Heavyweight Champs blended in with the group.
- The second part is a Super Scout rush with waves of Concheror Direct Hit Soldiers. Once again, try to bodyblock the Scouts while you keep the bomb carried by a slower Soldier.
- The third part mimics the dreaded 7th part of Caliginous Caper, with a Tank rush and a Spy swarm. The Tanks are frailer, but they spawn more frequently and the Spies appear sooner, 10 seconds after the first Tank. Turn your back every once in a while to not be ambushed or climb the Tanks.
- The fourth part is a Giant marathon, which comprises Giant Rapid Fire Soldiers, crit-boosted Giant Burst Fire Soldiers (with Giant Medics), Giant Deflector Heavies and a pair of Tanks, all of them accompanied with groups of Scouts. Having a Spy may be handy to destroy the Giant Medics, but the Snipers are protected by their Razorback.
- In the last part, you'll face Chief Tank Buster, the boss of this mission. It can heal large amounts of health in one rocket burst, but using Über canteens prevents recovery. Exploit its long reload cycles to attack before it fires again. Beware of the Moon Cadets spawning with the boss, they can kill a Medic just by hitting his patient!
Endurance Ghost Town Mission - Utopian Uprising
Waves
Utopian Uprising | |
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Basic Information | |
Name: | Utopian Uprising |
File name: |
mvm_ghost_town_act2
|
Developer(s): | Valve |
Map: | Ghost Town |
Mission type: | Unknown |
Waves: | 1 wave, 7 subwaves |
Difficulty: | Expert |
Starting credits: | 2000 |
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 |
Strategy
This mission is harder than Caliginous Caper due to the lower amount of credits (only $2000 at the start and $7200 at best at the end) and the inclusion of several tricks in the mission. Each part needs to be approached with the right strategy:
- Part 1: Your team will face Super Scouts right from the start, which can quickly end the round if not properly dealt with.
- Part 2: It is possible to get spawncamped if you let the Giant Heavies advance without killing their Medics. Having a Demoman or a Sniper to drop them is immensely helpful here. Don't underestimate the Buff Soldiers here, especially if they're boosting the Giants.
- Part 3: If you haven't bought some Crit resistance at this point, you'll have difficulties beating the small yet powerful squads. Be sure to have enough firepower to take down the Tanks.
- Part 4: Classes/tactics thay rely on Critical hits or Mini-crits (Spies, Snipers, Buff Banner, Crit canteens, etc.) will be rendered ineffective by the Battalion's Backup's boost, making the Giant Medics incredibly hard to destroy without triggering their Übercharges. Note, however, that backstabs and bodyshots may still deal respectable damage if fully upgraded (203 per backstab, 195 per fully charged bodyshot).
- Part 5: Your team's firepower is tested in the subpart 5A, where you have to destroy groups of Steel Gauntlets accompanied with Giant Burst Fire Demomen. Later, in the subpart 5B, Giant Soldiers healed by two Giant Medics will spawn with swarms of Demoknights. Distribute the roles wisely to not be overwhelmed by the horde!
- Part 6: The long waiting time (20 seconds) allows you to build a barricade to block the incoming Super Scout rush. Although the Flare Pyros and the Demomen look easy to kill, you'll have to eliminate the Tank Buster Soldiers before even thinking about attacking the Giant Deflector Heavies. You'll have to split the team for the final Tank.
- Part 7: Divert Corporal Infinite with Übercharge canteens or a Scout with movement speed and jump height upgrades. It usually attacks the same player until he/she is dead or leaves its line of sight.