User:DevIIv/Worn Shielding (mission)
Worn Shielding | |
---|---|
Basic Information | |
Name: | Worn Shielding |
File name: |
mvm_mannworks_dev_normal
|
Developer(s): | Valve |
Map: | Mannworks |
Mission type: | Unknown |
Waves: | 8 |
Difficulty: | Normal |
Starting credits: | 700 |
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 |
Worn Shielding is an normal custom invasion mission available on the Mannworks map. This mission is a near-borderline intermediate mission.
Contents
Waves
Sub-wave | Class | Count | Delay(s) | Credits | |||||
---|---|---|---|---|---|---|---|---|---|
Wave 1 | |||||||||
1A | Normal | — | 3 | 8 | 12 | 0 | 8 | 100 | |
1B | Easy | — | 6 | 18 | 36 | 0 | 21 | 300 | |
Normal | 100% crit chance | ||||||||
1C | 2500 Health |
Expert | — | 1 | 2 | 2 | 18 | 80 | 100 |
Support | Hard | Vision range 2500 | 1 | — | — | 60 | 18 | — | |
Wave 2 | |||||||||
2A | Normal | Spawns with full rage +800% |
2 | 6 | 8 | 0 | 7 | 100 | |
Ouick-Fix Medic (Type-2) |
Easy | — | |||||||
2B | Hard | — | 4 | 8 | 19 | 10 | 4 | 100 | |
2C | Hard | Spawns with full rage |
2 | 8 | 10 | 8 | 7 | 100 | |
2D | Hard | — | 7 | 21 | 21 | 7 | 6 | 200 | |
Support | Expert | — | 1 | — | — | 40 | 30 | — | |
Hard | Vision range 2500 | 1 | — | — | 60 | 18 | — | ||
Wave 3 | |||||||||
3A | Easy | — | 1 | 2 | 2 | 0 | 80 | 100 | |
3B | 20,000 | — | — | — | 1 | 8 | — | 150 | |
3C | Normal | — | 4 | 12 | 24 | 9 | 13 | 200 | |
3D | Expert | — | 4 | 8 | 8 | 24 | 25 | 150 | |
Easy | — | ||||||||
Support | Normal | Support | 3 | 12 | 30 | 12 | 14 | 200 | |
Wave 4 | |||||||||
4A-1 | 11,000 | — | — | — | 1 | 0 | — | 250 | |
4A-2 | 10,000 | — | — | — | 1 | 9 | — | 200 | |
4A-3 | 9,000 | — | — | — | 1 | 20 | — | 150 | |
4B | Easy | — | 2 | 15 | 40 | 14 | 4 | 200 | |
Support | Ouick-Fix Medic (Type-2) |
Easy | — | 1 | 6 | 20 | 16 | 15 | 100 |
Hard | Vision range 2500 | 3 | — | — | 15 | 40 | — | ||
Wave 5 | |||||||||
5A-1 | Easy | — | 3 | 12 | 12 | 0 | 9 | 100 | |
5A-2 | Easy | — | 2 | 8 | 8 | 4 | 8 | 50 | |
5A-3 | Easy | — | 3 | 8 | 8 | 16 | — | 50 | |
5B | Type 2 |
Expert | — | 4 | 8 | 12 | 14 | 35 | 300 |
Normal | — | ||||||||
Normal | — | ||||||||
5C | Expert | — | 1 | 1 | 1 | 112 | 0 | 150 | |
5D | Easy | 100% crit chance -25% Projectile Speed |
1 | 9 | 9 | 12 | 6 | 50 | |
Wave 6 | |||||||||
6A | Hard | — | 1 | 16 | 16 | — | 2 | 200 | |
6B-1 | Expert | — | 1 | 1 | 1 | 28 | — | 50 | |
6B-2 | Expert | — | 1 | 1 | 1 | 36 | — | 50 | |
6C | Easy | — | 4 | 12 | 16 | 36 | 16 | 100 | |
Normal | -5 seconds Über duration | ||||||||
6D | Easy | — | 3 | 9 | 12 | 20 | 20 | 200 | |
Easy | — | ||||||||
Support | Expert | — | 2 | — | — | 34 | 40 | — | |
Hard | Vision range 2500 | 1 | — | — | 60 | 50 | — | ||
Wave 7 | |||||||||
7A | Easy | -50% fire rate bonus | 6 | 12 | 92 | — | 4 | 300 | |
7B | Expert | — | 1 | 2 | 3 | 9 | 35 | 300 | |
Support | Hard | Support | 4 | 6 | 32 | 0 | 20 | 200 | |
Wave 8 | |||||||||
8A | 27,500 | — | — | — | 1 | 0 | — | 250 | |
8B-1 | Expert | — | 3 | 3 | 6 | 0 | 70 | 200 | |
Easy | — | ||||||||
8B-2 | Expert | — | 3 | 9 | 9 | 24 | 30 | 200 | |
Easy | — | ||||||||
8C | Expert | — | 4 | 4 | 4 | 8 | — | 150 | |
Easy | 100% crit chance | ||||||||
Support | Hard | — | 2 | — | — | 20 | 25 | — |
Diagram
Strategy
Wave 1
- The wave starts off with 12 regular scouts, which can easily be taken down by a basic strategy.
- Once the first 12 scouts are dead, groups of more scouts (which now consist with a singular crit boosted one) will come in consistently for the rest of the wave, there are two giant soilders that come in during these groups of scouts. This wave overall just requires basic comprehension on how it's played out, the scouts aren't powerful (hence their skill level), and the giants are weakened due to the mission difficulty.
- A single sniper will support every so often, make sure he's taken out.
Wave 2
- Four buff soldiers with basic quick-fix medics will pop out from the left and right spawnpoints, get rid of the medics then the soldiers.
- Small waves of minor league scouts and regular buff soldiers will pop out for a couple of minutes.
- Once the small waves of minor league scouts are taken care of, a major horde of them will come out nearly all at once a couple of seconds later. It's recommended that 1-2 people focus on the soldiers, whilst the rest of the team takes care of the stun scouts.
Wave 3
- A super scout spawns immediately with the bomb, followed by a tank shortly after. Take out the super scout first then focus on the tank, have a simple understanding of time, as another super scout will spawn in 80 seconds later.
- SMG snipers will accompany the tank, the engineer's sentry (as well as a heavy), should focus on the snipers, whilst the rest of the team should focus on the tank and super scouts.
- Once the main wave of SMG snipers are dead, bat scouts will come in as support infinitely whilst the giant demoknights come in. The tank (and all super scouts), should have been dealt with by this point.
Wave 4
- This is arguably the most difficult wave in the mission.
- Three tanks appear in this wave.
- Each tank spawns within nearly ten seconds of eachother (Tank 1 spawns immediately, Tank 2 at 9 seconds, Tank 3 at 20)
- The health of the three respective tanks is 3,000 lesser amongst it's previously spawned one (Tank 1 has 15,000, Tank 2 has 12,000, whilst Tank 3 only has 9,000)
- Only gru heavies will assist with the tanks, however, they spawn in a nearly unending stream until all 40 have spawned, half should focus on these heavies, and half should focus on the tanks.
- Quick-Fix medics assist the heavies, as well as snipers.
Wave 5
- A small horde of heavies, soldiers, and pyros come in at the start, take them out as fast as possible.
- Giant Demomen (plus pyros and soldiers) come in after the first whole group is dead.
- The singular giant pyro comes almost a minute after the wave starts.
- A stream of crit soldiers will start to spawn after the giant pyro is defeated, unlike most soldiers, they're projectile speed is reduced.
Wave 6
- Bowmen will come in by themselves at a constant rate.
- Family Business Heavy giants will come in from both sides (left and right), they're shotguns do more damage than basic shotgun heavies, but they have less bullets per shot.
- These heavies are bugged, they're suppose to hold their reload, but shoot outright instead.
- Bowmen with uber medics come in after the first group is killed off, make sure to get rid of the uber medics first!
- These uber medics have reduced uber due to difficulty.
- Super scouts and soldiers will spawn in periodically throughout the waves of bowmen and uber medics.
Wave 7
- A massive onslaught of scouts will constantly spawn in for the majority of the wave.
- Minor league scouts will start to come in once all normal scouts are dead (abeit not in the rate the scouts were).
- Giant Natascha Heavies periodically spawn in with the minor league scouts, take them out before they slow you down!
Wave 8
- The tank spawns first, whilst giant soldiers, pyros, and regular scouts will accompany it throughout.
- The Giant Charged Soldier and three crit scouts spawn after the giant soldier squad, and is considered as the "boss" of this mission.