• Your MvM Tactics
    782 replies, posted
Me and my buddies have gotten our bums handed to us several times over and over. I thought it'd be cool to share the (non map specific) tactics and tips we've discovered. Here's what we've found out: • It's almost impossible to win without a Heavy and an Engineer • Two Engineers seems to be a waste unless they pull it off real good and provide either "optimized" coverage, or manage to duo 2 wrangled sentries • Soldiers should use banners, not their shotgun; and focus on RL / self-regen upgrades • Pyros should airblast giant runner scouts almost constantly so the team can mow him down, and push the bomb down pits at every opportunity • ... and other stuff I can't think of right now. I'll edit the OP later. What about you? What are your tactics for victory?
Scottish Resistance over Stickies. The Sco-Res already has better stats over the sticky launcher (more secondary ammo, more powerful, larger clip).
Only played once so uh... Black Box soldier with Buff Banner. :v:
When playing Engineer, I only upgraded Metal capacity, sentry health and disposable sentry (which I kept forgetting about anyway). Seems to work just fine. Increased ammo cap + crit bonus canister + health on kill for Pyro is an absolute annihilator.
Unless you've got a specific plan to use the other canteens, always carry a charge or two of crits. With Medic it can mean helping a Heavy cut down a tank quicker (the ability to share your canteen abilities is awesome), or simply doing enough damage to stop a bot from diving down the hole and loosing you the round.
5 Engies and 1 Pyro makes it ridiculously easy, especially with wranglers.
[QUOTE=Cape;37266533]When playing Engineer, I only upgraded Metal capacity, sentry health and disposable sentry (which I kept forgetting about anyway). Seems to work just fine. Increased ammo cap + crit bonus canister + health on kill for Pyro is an absolute annihilator.[/QUOTE] Use a fully upgraded widowmaker. Just do it.
play scout get money
Scout isn't very viable damage wise, I was doing fairly decent but I was mainly useful for running around picking up cash since its easier for me to grab it. I'd say Scout is fairly useful if you dont know what 6th class to choose. Just max out your regen, speed, resistances, some mad milk slow, and earn your team some hard earned cash.
[QUOTE=Jazz;37266589]Scout isn't very viable damage wise, I was doing fairly decent but I was mainly useful for running around picking up cash since its easier for me to grab it. I'd say Scout is fairly useful if you dont know what 6th class to choose. Just max out your regen, speed, resistances, some mad milk slow, and earn your team some hard earned cash.[/QUOTE] Scout seems like he'd be pretty good for mopping up bots that manage to slip by the main attack force.
[QUOTE=Archimedes;37266611]Scout seems like he'd be pretty good for mopping up bots that manage to slip by the main attack force.[/QUOTE] J..JUST LIKE..THE REAL GAME!!!!1!!1! But yeah a good scout can get in close and practically one shot a bunch of robots and be outta there just as fast.
w+m1
wranglers + extra sentry fire speed is awesome against tanks (and everything else) those giant heavy with the fists of steel are very vulnarable against melee, 2 people whack 'm and he's gone in no time
Upgrading wrench attack speed to +40%
2 Heavy (Stock), 1 Medic (Crit), 1 Engineer (Wrangler), 1 Demoman (Stock), 1 Soldier (Buff Banner/Beggar's).
Sticky spam. With upgraded max secondary ammo, fully upgraded clip size, fully upgraded firing rate, and fully upgraded reload speed.
Wranglers are a must for every Engie, and they don't need to be upgraded, allowing you to put as much as possible in your Shotty and Sentry. If you see an enemy Sniper, aim and unload at them, they are one of the most dangerous enemies around, and are deadly accruate. The extra disposable mini-sentry is handy to have set up behind a obstacle where the robots have to get past, bigger Dispenser means easier healing and ammo/metal supply, handy for quick (sentry) refills. The Frontier Justice really shines after the first wave is done. Destroy your sentry, get lods of revenge crits, rebuild and invest like crazy in the upgrades for it. A 8-clip FJ with practically all the crits you need and faster reload is handy if a enemy slips past the defenses or if your sentry goes down. Investing in faster wacking of your wrench may also come in handy, it allows faster repairs. On Mannworks, you can see the enemies come in for like 10 seconds before they enter the battlefield. A Demo can make a minefield where they land, which is even easier with the Scottish Resistance. Also, you can hurt the tanks on that map even before they enter the battlefield.
[QUOTE=Ian;37266915]Sticky spam. With upgraded max secondary ammo, fully upgraded clip size, fully upgraded firing rate, and fully upgraded reload speed.[/QUOTE] You forgot fully upgraded damage. And don't forget to use the scottish resistance. But yeah, very effective for holding off scouts and camping the bomb.
[QUOTE=Doom64hunter;37266989]You forgot fully upgraded damage. And don't forget to use the scottish resistance. But yeah, very effective for holding off scouts and camping the bomb.[/QUOTE] I barely touch the damage, because I usually spend any of my other money on crit canteens.
From what I managed to test befor going to work the Half-Zatochini(sp?) seems like a nice weapon since robots give you full health.
Seeing as sentries that are built between waves can redeploy instantly when placed, I've been playing leap-frog with sentry busters down the main corridor of coal town.
How good are the busters at reaching places you sentryjumped to reach?
Speaking of weapons, does anyone know if robots count towards strange kills?
I was wondering that too.
[QUOTE=MaxOfS2D;37267137]Speaking of weapons, does anyone know if robots count towards strange kills?[/QUOTE] Unfortunately not.
Phlogistinator. And no, stranges don't count them, as it would be hellishly easy to farm kills.
[QUOTE=MaxOfS2D;37267137]Speaking of weapons, does anyone know if robots count towards strange kills?[/QUOTE] As Icemaz stated they do not, however, Ubercharges on the standard medigun are still counted. So if you're really into grinding medigun levels MvM is always an option.
The first tactic that anyone should apply no matter what class they're going to play: [B]USE THE SERVER BROWSER[/B]
As a heavy, I find that (especially if you don't have a medic) the +25 health on kill upgrade is essential. That and blast/bullet resistance. You really want your heavy to be a tank and a good medic only compliments this, a good heavy medic team can mow down a lane for an entire game if they play it right. Also, if you're a scout, it's your goddamn job to pick up dosh! Seriously, the team gets a $100 bonus for collecting all money in a round. It's important! [editline]16th August 2012[/editline] Oh and tip for a medic, use your ubersaw. Theres tons of easy ways to get some cheap melee hits on the bots (attacking the sentry buster can easily fill your uber).
How [I]is[/I] money shared, anyway? Do scouts keep all the money they pick up?
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