User:DevIIv/Barburbia

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Barburbia
User DevIIv Rottenburgexpert1.png
Info
Map:mvm_rottenburg
Difficulty:Expert
Waves:9
Tour:Robot Machine

Introduction

This mission is highly recommended to have all 6 players, actively fighting the bots, as well as getting the right upgrades, doing sometimes 1 small thing wrong on this mission can cause it to become a massacre, messing up the whole entire team in the progress. There are 3 boss giants (Excluding tanks) in this mission, and those three together need to be watched with extreme caution.

Strategy

The first and second wave are like warm-ups, these waves help get the players prepared for waves 3 - 9, as those waves cause better tatics, and specific upgrades..

First Wave

This wave isn't too hard, but can become a problem if the crit bowman are not dealt with quickly.. The wave starts off with the 12 Brass Beast Heavies, and 12 uber medics with them. Then the wave will transition to the two giant rapid fire soldiers, one of the giant soldiers spawns where the Heavy/Medic squad came in, and the other giant will spawn on the "chief" side. Then a few seconds after, the crit bowman and the soldiers with their medics will come in. Sure enough, this wave isn't too difficult, but still needs a strategy before attempting it.

Second Wave

The beginning of this wave starts off, which what should be easy, 27 un-critted demoknights, when the first 27 demoknights are all dead, the pyros and the tank will spawn in, it is highly recommended that only a phlog pyro should deal with the tank, and everybody else go after the pyros. When the pyros are dead, JUST the pyros, the critted demoknights will come in, following after the critted demoknights, then stuff starts to get a bit hard. The first giant burst fire demoman comes in with one rapid-fire extended buff soldier, one rapid-fire extended backup soldier, and one rapid-fire extended conchorer soldier. The rapid fire soldiers have increased fire rate, hence their name, and increased health and size, they are not giants, but are like a steel gauntlet, but more deadly! Players should go for the rapid-fire soldiers first, then go for the giant. After a few seconds, normal backup and conchorer soldiers will pop up, coming in 2 - 3 groups of both of them at a time. Once the giant and the burst-fire demoman are dead, in a few seconds a giant burst-fire demoman, giant burst-fire soldier, AND three rapid-fire buff soldiers, it is a lot harder than it sounds.

Third Wave

This is when the real stuff begins. The critted scouts and soldiers come in first, causing a huge mayhem if not dealt with quickly. The medics projectile shield is MANDATORY, as the crit rockets can instantly kill any class that has no resistances, on top of that, both of the crit robots have a small benefit, soldiers projectiles are faster, and scouts fire rate is a little more increased. Once those torturous monsters are dealt with, you are faced off with the giant heavy, and two giant medics. These giant medics can't uber, but are still deadly, since they still can instantly heal the giant heavy when he takes damage, destroy the two giants medics, and the giant heavy shouldn't be such trouble.. However, once you are done with that, the 12 critted steel gauntlets come in, not with the uber medics >:). Once those guys are dead, hell comes in as the 12 giant-rapid fire demoman come in with the 12 uber medics, if these medics activate their uber on atleast two of them, your team is in high-vulnerable status.. A demoman, or high damaging soldier needs to take them out, while the rest of the team should wait for them to destroy the medics, during this, the 16 crit shotgun heavies also come in with them-this is the hardest part of wave 3 of course.

Fourth Wave

This wave is in a way, more harder than it looks, all the scouts will come in at once, and they CAN destroy sentries in just a few seconds, coming in 18 seconds of the wave, the first tank will spawn, again, the phlog pyro should be the only one focusing on the tank, then once the first tank is destroyed, it will take roughly another 18 seconds for the next one to spawn, that is also when the engineers come in, and they spawn frequently, the team must destroy them before they set up their sentry, their sentry has higher range unlike the regular engineers, this is due to the fact that these are rescue engineers. During the second tank, the burst fire demoman come in, once those are killed, the wave felt easy to the players, when suddenly, you see the first boss Flaro!. He is like a giant scorch shot pyro, but worse, as he can just knock players back with ease thanks to his spamming ability, making it hard for player to shoot at him, plus his bonus heal-on-kill bonus, a medic shield if recommended, but isn't needed on occasions.

Fifth Wave

This wave is like taking a break, it is considerably easier than wave 4 and 3 if the players do it correctly, it is noted that each giant gets a giant medic bud'! (Besides the giant medics themselves). The heavies, average leauge scouts, and extended buff soldiers come in around the same time, treat this wave just like the players did for wave three.

Sixth Wave

Now players may think that this wave is plain easy, and they are wrong. The crit demoknights come in at groups of 12 at a time usually, and then around 10 seconds in, you get the crit giant rapid fire demoman, on top of that, after the 3 - 5 giant crit rapid fire demoman is killed, the tank spawns, and it is more stronger than the last tanks, meaning that a phlog pyro, along with someone else, will need to deal with it. To add on it, the support can sometimes be a torturous deal, and may kill the players with ease sometimes. Sentries are only useful for around the first 10 seconds, due to the fact that the giant rapid fire demoman can destroy it in seconds, its not one giant at a time, it is a giant spawned every 5 seconds, there can be up to 5 giant rapid fire demoman on the field at a time, along with crit demoknights, causing a mass chaos of destruction to the team, again, the medic shield is MANDATORY, and can help with the demoknights, a buff banner would also help a lot as well.

Seventh Wave

This wave starts off extreme with all the 20 crit steel gauntlets coming at once, enjoy that :). Once those guys are destroyed, then you get 20 bowman and the hyper leauge scouts spawning constantly, after those two groups are dead, 12 extended buff soldiers, 12 extended conchorer soldiers, and 8 extended backup soldiers, come in a similar manner as with the bowman and scouts. Once THOSE guys are dead, you may notice the three bowman and buff soldiers left, that is when the 3 charged soldiers, 3 rapid-fire bowman, and 3 rapid-fire extended buff soldiers come in all at once! Around 20 seconds after they spawned, the 11 crit natascha heavies come in, then the 11 crit Huo-Long heater heavies come in, then you have another boss, Colonel Healeath!. This guy is a pretty weak boss, but if you haven't already seen the giant black box soldiers, their rockets heal around 2500 each, and they shoot 3. Colonel Healeaths rockets also heal for 2500 each, but he instead shoots 9 of them instead of 3! If all his rockets hit ANY player(s), his health will all be healed! A medics shield can block this effect from happening due to the fact the rockets won't hit the players, but if not dealt with, Colonel Healeath can cause a quick bomb to the village!