• MvM Discussion Megathread: Do Androids Complain of Overpowered Upgrades?
    1,944 replies, posted
Demoknight is great for crowd control but you need a handful of upgrades to be able to stay alive long enough to prove that, just like with a pyro or a spy. Imo the best way to try out demoknight is play scout until the later waves then switch. While you get a refund around wave 4 you might want a bit more money. I usually switch at wave 5/6-7. You'll have enough money to afford knockback reduction, crits on kill and resistances which are all essential to you doing good as a demoknight.
[url]http://pastebin.com/vPSXNpLW[/url] You have to carry demoknights early game to late-mid game. They become quick powerful against single targets late game but is still inferior to every other demo playstyle. Comparing him to pyro and spy is such a massive insult.
[QUOTE=Exhale;44459115][url]http://pastebin.com/vPSXNpLW[/url] You have to carry demoknights early game to late-mid game. They become quick powerful against single targets late game but is still inferior to every other demo playstyle. Comparing him to pyro and spy is such a massive insult.[/QUOTE] I'm pretty sure Hell-met said it ended today at noon GMT which was 1h40m ago, but its his discretion.
exhale didn't want to participate for prizes so it's no biggie ending post will follow up soon [editline]5th April 2014[/editline] [thumb]http://www.sourceop.com/hell-met/TF2/mvm/promo.png[/thumb] Congratulations to all participants! Here are the results [code]mojangsta : 81% drcactus : 80% omegasupreme1 : 76% psychopath12 : 73% errur : 71% zekrom3112 : 69% RMTB : 66% zannabluke : 60% punchy : 52% Cyanidious : 49%[/code] [img]http://facepunch.com/image.php?u=555146&dateline=1388745923[/img][b]mojangsta[/b], [img]http://facepunch.com/image.php?u=488718&dateline=1394487422[/img][b]drcactus[/b] and [img]http://facepunch.com/image.php?u=489543&dateline=1379520824[/img][b]omegasupreme1[/b] have won I will add you for your prizes. Quiz results : [quote][b]QUESTION 1[/b] : How many RED players can play at once? 6 Customized servers do not represent the mannup mvm experience. [b]QUESTION 2[/b] : How many official maps exist for MvM? 7 Ghost Town counts! [b]QUESTION 3[/b] : How many official tours exist for MvM? 5 Oil Spill, Steel Trap, Mecha Engine, Gear Grinder, Two Cities While wave666 is a decent guess, a "tour" is a term only applicable to mann-up. [b]QUESTION 4[/b] : Name the default key to ready-up. F4 plz [b]QUESTION 5[/b] : What objectives do robots try to accomplish? Name 2. Possible answers : Plant a bomb Capture a point Kill players if objective is unavailable (bomb reset) I cannot accept "following the bomb" since it is not a game-changing objective itself. [b]QUESTION 6[/b] : Name 2 ideal classes for money pick-up. Scout Spy While any class can do it, these two are the least likely to get killed. [b]QUESTION 7[/b] : Name 3 ideal classes for medic killing. Demo Sniper Spy Again, the three classes with the very lowest chances of popping a med. [b]QUESTION 8[/b] : Name the 2 most-efficient classes for tank busting. Soldier Pyro Pyro is still the king of tanks even after the phlog nerf, make no mistake! Beggar/banner can also definitely keep up with pyro. [b]QUESTION 9[/b] : How much money is the A+ bonus giving? 100 [b]QUESTION 10[/b] : How is red money created? Sniper headshots / Explosive headshot zap [b]QUESTION 11[/b] : What damage type has no shop resistance upgrades? A. Afterburn B. Arrows C. Melee D. Cow Mangler Laser E. Robot Sentry C. Arrows are bullet, Mangler is explosive. [b]QUESTION 12[/b] : How much resistance do tanks have against miniguns? 75% / 0.25 damage done [b]QUESTION 13[/b] : Which RED buildings are instantly stomped by giant robot contact? Dispenser, Teleporter, Disposable Sentry, Mini-Sentry This was an annoying question because there was no hinting on the number of buildings. On a side-note, minis do get stomped. [b]QUESTION 14[/b] : What [b]enemy[/b] weaponry goes through a medic shield? Flames Buster explosion (acceptable) Huo-long fire ring (acceptable) [b]QUESTION 15[/b] : What Sniper upgrade greatly boosts his effectiveness? Explosive Headshots [b]QUESTION 16[/b] : How much damage does a fully-upgraded Spy backstab do against a giant robot? 938 I got a few 750s. Nice work, but that was before the buff, sorry! [b]QUESTION 17[/b] : How long are the intervals between bomb upgrades? Level 1 - 5 seconds Level 2 - 15 seconds Level 3 - 15 seconds Difficult one, but it could easily be found within the console. [b]QUESTION 18[/b] : What innate perk do all robots spawn with? A. No fall damage B. Infinite ammo C. Can't be pushed D. Can votekick E. Health regeneration B. There's also immunity to sentry knockback, but I found out about it much too late. [b]QUESTION 19[/b] : What gameplay or cosmetic differences do giant robots have? Name 5 Lots of possible answers : Large model with giant-specific animations Immune to standard damage knockback Stomps (1-shots) most buildings on touch Produces special stepsounds Produces class-specific bodily mechanical noise Uses a unique voice set Immunity to weapon stuns Cannot / will not taunt Not slowed down by bomb Immune to slowdown under a certain speed Cannot level up bomb Uses a red background for the hud population icon High health Special minigun tracers Sappers behave differently I accepted alot of wording variants. "Hats" unfortunately isn't right, most giants are actually item-less bare a weapon. [b]QUESTION 20[/b] : What audio cue reveals a Giant Heavy? A. Instant death B. Carrier alarm C. The scoreboard D. A motorbike exhaust E. Beeping D. This question is looking for the rotor sound a giant heavy produces. I'm not sure if it was too poorly worded. [b]QUESTION 21[/b] : Name a robot able to move through players A. Spy B. Bonk! Scout C. Sentry Buster D. Super Scout E. Sir Nukes-Alot C. Ez. [b]QUESTION 22[/b] : Which robot can harm other robots? (friendly fire) A. Sentry Buster B. Caberknights C. Pyro D. Demoman E. Tank A. Ez. [b]QUESTION 23[/b] : Name 2 ingame items used by Super Scouts. Bonk! Boy The Holy Mackerel Giant Sandman Scouts do not count! Super Scouts are a specific unit. [b]QUESTION 24[/b] : What is a sentry buster? A. A special class sent to blow up buildings after alot of kills B. A giant demoman with a caber that focuses a sentry that has exceeded a robot damage threshold C. A bomb entity like the tank that runs after the engineer D. A building that pushes RED players around B. Tricky one. The first answer doesn't do it because the buster is still a demoman class, it does not actively seek non-sentry buildings and it is not defined what or who gets "alot of kills". [b]QUESTION 25[/b] : What weapons can reliably and flawlessly solo a sentry buster? Name 5. (Solo = all damage done by 1 player) (Each weapon type can only be mentionned once) Force-a-nature Any Minigun Flamethrower (pit airblast or crit phlog) Rockets with Specialist Stickies Any Sniper Rifle with Explosives Headshot Sentry in unreachable spot Another Sentry Buster explosion I also accepted "Wrench, Toolbox, Ranger" or any variant that implies manual buster detonation. I cannot accept Jars because while the buster is slowed down to a crawl, the jars do not harm the buster itself. The jar thrower might not even have enough DPS to finish off the buster. Pipebombs are not reliable enough. Shots will be missed or not enough damage will be done before it reaches the engineer. Medic shield does slightly less DPS than a flamethrower and lasts much shorter. Not strong enough! [b]QUESTION 26[/b] : How much damage does a fully-upgraded backstab do against a sentry buster? 0 Trick! Busters are completely immune to backstabs. [b]QUESTION 27[/b] : Name a way to survive a sentry buster explosion. A. A play between maxed explosive resistance, overheal and distance fall-off B. Ubercharge C. Bonk! Atomic Punch D. Dead Ringer E. All of the above E. An easy, slightly educational question. [b]QUESTION 28[/b] : Ideally, when should the players focus on a sentry buster? A. As soon as it comes down B. Around giants C. No other target around D. When the engineer is incapacitated E. C and D E. Educational purpose aswell! [b]QUESTION 29[/b] : Name 3 conditions for a medic bot to use an ubercharge. Less than ~54 health left (~50) Less than ~50% of the patient's health left (50%, not 50hp!) "GoGoGo" / "Activate Ubercharge!" voicecommands Patient health must be <65% overall health! Not 50hp! Otherwise ubermeds would never have time to pop on giants should they even live that long. I also accepted 50%. I also accepted "Has a full charge" since it is irrefutable logic. "Can't do anything else" is extremely vague, and even when stranded alone the medbot will not pop unless he's wounded. [b]QUESTION 30[/b] : How do Spy disguises work in MvM? A. The robots are always fooled by them. B. The spy needs to sap robots first. C. Robots are almost always suspicious and spychecking. D. The robots are fooled until a giant calls the spy out. A. [b]QUESTION 31[/b] : How many skill levels a robot can be spawned with? Name them. 4 Easy, Normal, Hard, Expert [b]QUESTION 32[/b] : Name a visual difference between Easy and Expert robots. Eye glow color (blue easy/normal, yellow hard/expert) [b]QUESTION 33[/b] : Name 2 conditions where robots will ignore the bomb and chase players. Mobber/Push attribute (Reached the bomb hatch without the bomb) The bomb is being carried by other robots The bomb is reset Spybot deployment (acceptable) Humiliation While Snipers are deployed into specific spots, they will provide area cover but won't actively seek battles. [b]QUESTION 34[/b] : How do demoman robots aim at players? A. Aims directly at target B. Predicts where target moves to C. Mindless spam A. Even expert demos will never lead pipes, strangely. Rollers make up for it though. [b]QUESTION 35[/b] : How do bowmen robots aim at players? A. Aims directly at target B. Predicts where target moves to C. Mindless spam B. Bowmen always try to lead their arrows. It is possible to consistently dodge manhattan's big bowmen by changing sides at the last second. [b]QUESTION 36[/b] : Ideally, how are spies dealt with? A. Ignore, my team will take care of them. B. Spycheck corners for invisible spies. C. Let the sentry shoot them. D. Assume they spawn for you alone and keep on your guard. D. Everytime you think they won't go for you, they will and vice-versa. [b]QUESTION 37[/b] : Where do spies go when escaping and cloaking away? A. It will seek the nearest building and uncloak for a sap. B. It will go back to spawn and wait for a prey. C. It will go for the bomb. D. Nowhere, it will stay still for a while and uncloak. A. It's hard to see if you never play engineer, but you will eventually notice it. [b]QUESTION 38[/b] : What happens when a robot taunts? A. It will grow stronger B. It stays still and is a sitting duck C. It stays still but will keep tracking enemies D. People get mad E. It will rally robots C. No mention of bombs here! [b]QUESTION 39[/b] : Name 4 ways to budge a giant robot around. Force-a-nature Rocket Specialist Airblast Minigun Rage Bodyblocking (acceptable) Medic shield (acceptable) Loose Cannon push does not work vs giants. While bots seem to be able to pass through a med shield with no problem, it does seem to cause a pathing deviation. [b]QUESTION 40[/b] : Name 8 boss robot names. Major Crits Sargeant Crits Captain Punch Major Bomber Colonel Barrage Giant Heal-On-Kill Chief Blaster Sir Nukes-Alot Tough. A few of you almost got it. Almost everyone forgot about Colonel Barrage. "Giant Heal-On-Kill" is a cheapshot, but he's got too much stats to be considered a normal giant. Unusued robots do not count! While the Colonel Barrage unit is not a "real" super boss, he does have stronger stats than an average Giant Soldier. [b]QUESTION 41[/b] : How much damage does a [b]Giant[/b] Shotgun Heavy meatshot do? (approximately) A. 400 B. 620 C. 180 D. 300 E. 90 A. [b]QUESTION 42[/b] : Name an existing mann-up exploit. A. Build two dispensers B. Get 9 players in the game C. Walk on a robot D. Instant kill a tank C. Obvious little jab at valve. [b]QUESTION 43[/b] : What mission introduces the Giant 3-banner Soldier combo? Bavarian Botbash [b]QUESTION 44[/b] : What advanced mission does not have uber medics? Data Demolition (Decoy) I cannot accept Bavarian since it does have uber meds on the last wave (support) [b]QUESTION 45[/b] : Which map has a mission with expert kgb heavies? Mannworks They are in Mannhunt! Every other valve-made Heavyweight Champion is of easy or normal skill. [b]QUESTION 46[/b] : Which tour did giant huo-long heavies first appear in? Oil Spill Trick! They show up in Doe's Doom, along with battalion soldiers. [b]QUESTION 47[/b] : Which map has the strongest Tank health pools? 2 acceptable answers : Bigrock Ghost Town [b]QUESTION 48[/b] : Which RED entities are robots most likely to focus on at all costs? A. Medic, Heavy, Sniper B. Scout, Spy, Dispenser C. Spy, Medic, Sentry D. Sentry, Soldier, Medic E. Spy, Pyro, Scout, Teleporter C. [b]QUESTION 49[/b] : Name 2 non-functional weapons in MvM. (breaks a class) Persian Persuader Eureka Effect Your Eternal Reward Huntsman Rocket Jumper Sticky Jumper Chargin' Targe Splendid Screen Persuader strips you from reliable ammo replenish (eventually stops you from shooting bombs and killing stuff) Eureka sacrifices every single sentry to a buster, which greatly endangers the team performance, aswell as making the engineer unable to redeploy his sentry or dispenser against new robot routes or provide endangered bomb cover. This results in a clunky, inefficient playstyle that is inferior to even the gunslinger. Your Eternal Reward makes you attacked by robots more than you spend time disguised, and is generally impossible to get good picks with. The huntsman is actually a decent damage dealer, but it nullifies reliable grouped medbot killing which is the most valuable perk of sniper. Jumpers replace some of the biggest DPS dealers in the game, and they require the player to rely on much less capable sidearms. Targes open up the route to an interesting, fun subclass. But they unfortunately replace stickybombs, which render the demoman unable to deal with medbot masses. While the paintrain is a poor choice, it will not prevent a player from equipping powerful firearms and do his job. The gunslinger is a special case. While a mini-sentry cannot ever keep up with a level3 and forces the engineer to add his own firepower contribution, the aggro provided by the endless minis proves valuable assistance to a capable team. (Some people assumed this question was about robot weaponry and I can't blame them. They were not penalized as the question is misleading.) [b]QUESTION 50[/b] : Which unique robot can be seen only in Wave 666? A. Giant Demoknight B. Active Spies C. +125% faster reload Scorch Shot Pyro D. +100% Damage Crit Bowmen E. Giant Kritzkrieg Medic D. Active Spies make a comeback in Broken Parts. Giant Swords are all around in Steel Trap, scorch/kritz don't exist. +100% damage crit bowmen are nowhere else in the game and they put some serious hurt even with maxed resis. The crit bowmen in broken parts still have -50% damage and the rapid-fire in mannhattan has no damage modifier. [b]QUESTION 51[/b] : Which unique robot can be seen only in Expert Mannworks? A. Common Deflector B. Stickybomb Demo C. Sydney Razorback Sniper D. Widowmaker Engineer E. Expert Pyro A. Mini deflectors appear in huge groups of ~15 in wave 4. Sticky robots don't exist, Sydneyrazor snipers are very common in coaltown, widowmaker doesn't exist, and expert pyros are almost everywhere. [b]QUESTION 52[/b] : In the shop : how do you unlock melee damage upgrades for the demoman? A. Have a sword equipped B. Buy stickybomb damage, sell it and switch classes C. Have booties and the Chargin' Targe equipped D. Have a bottle + any shield equipped E. Have a sword + any shield equipped E. Trick! Bottles can never get a damage upgrade, and having a sword alone does not unlock damage. [b]QUESTION 53[/b] : How often do regular (Manhattan) Demoman Samurais jump? A. Every 5 seconds, aswell as when dropping down from spawn B. Every 10 seconds, aswell as when dropping down from spawn C. When it sees an enemy D. what the fuck just killed me E. Every 3 seconds B. Autojumps are actually timed, they are not part of the robot's tactical choices. Demorais will also automatically charge anytime they are in mid-air. [b]QUESTION 54[/b] : How large is the damage bonus on the Giant Jumping Sandman Scout? +100% / 2 / Double A quick glance at the deathcam shows it to you. [b]QUESTION 55[/b] : True or False : A sapped common robot can be backstabbed from any angle. True Trivia : This was presumably added in because since robots can look around during a stun, spies would never be able to stab sapped robots efficiently. Valve works in strange ways. [b]QUESTION 56[/b] : True or False : Robots spawning from a engineer teleporter are invincible for a short time. True [b]QUESTION 57[/b] : True or False : All giant robots have increased weapon damage. False Only Heavies have a forced base damage increase. [b]QUESTION 58[/b] : True or False : Soldiers hold their fire should they foresee a self-damage suicide. False While pvp TFBots will usually switch to their shotgun, MvM's are careless (nothing to switch to either way) [b]QUESTION 59[/b] : True or False : Giant robot melee range scales with their size. True It's true! This affects large commons such as Steelies aswell. This is noticeable on giant demoknights (the eyelander range bonus even stacks with it) and Captain Punch. Considering the "hit" spawns from their head view, they would otherwise never reach players down their waist. This is infact part of an early mvm update they shipped to fix steel gauntlets being unable to attack mini-sentries. [b]QUESTION 60[/b] : True or False : Giant pyro flamethrower flame range scales with their size. False This one is tricky. Valve made it so the flame graphics scale with player size, but they somehow forgot to apply the damage particles themselves. This results in harmless flames passing through a player if the pyrobot is at mid-range. [b]QUESTION 61[/b] : True or False : Common Jumping Sandman Scouts exist in official missions True Manhattan Big Apple Barricade : Wave 3! (bootcamp only) [b]QUESTION 62[/b] : In official tours, which weapon is never seen used by demoman robots? A. Loose Cannon B. Caber C. Loch-N-Load D. Eyelander C. Loose Cannon is used by Sir-NukesAlot, Caber by busters (sorry :>) and eyelander by demoknights. [b]QUESTION 63[/b] : In official tours, which weapon is never seen used by soldier robots? A. Liberty Launcher B. Black Box C. Cow Mangler D. Beggar's Bazooka E. DirectHit D. Liberty, Black Box and Direct Hit can all be seen in Manhattan Empire Escalation, (DH in expert coaltown aswell), and the mangler is used by some Bavarian soldiers. [b]QUESTION 64[/b] : In official tours, which weapon is never seen used by sniper robots? A. Sydney Sleeper B. Kukri C. Bazaar Bargain D. Razorback C. [b]QUESTION 65[/b] : Which skill levels allow pyrobots to use their airblast? A. Easy, Normal B. Hard, Expert C. Easy, Normal, Expert D. Normal, Hard, Expert D. Only Easy makes the pyros defenseless. [b]QUESTION 66[/b] : Name 4 projectiles consistently detected and reflected by pyrobots. Rockets Arrows Flares Sentry Rockets Ranger bolts Crossbow bolts Jars I cannot accept stickies, pipes, baseballs or guillotines. While they [i]sometimes[/i] trigger pyro AI to react, they need to be in a specific hotspot infront of them and the resulting reflects are generally too poor and useless to be used as a weapon. [b]QUESTION 67[/b] : Name a common issue with soldier robots. A. Accidental splash suicide B. Inability to react infront of a medic shield C. Sometimes mistakenly use their melee after activating a banner D. Unability to lead elevated shots E. All of the above E. [b]QUESTION 68[/b] : Despite a lack of animation, which action robots always do when in mid-air? A. Look down B. Hold crouch C. Try to land near the bomb D. Squirm like idiots B. This is difficult to notice because robot anims are very much incomplete, but you can view it when bots jump ontop of a RED sentry in a doorway. You can also experience it from mid-air Giant Jumping Sandmans who can hit people earlier than their should upon landing. [b]QUESTION 69[/b] : Which animation plays when a scout bot drinks Bonk! Atomic Punch? A. Eats the whole can B. Drinks it C. Taps its butt and hovers along the ground C. :> [b]QUESTION 70[/b] : Which robot currently plagues MvM by sometimes crashing entire servers due to a unfixed bug? A. Giant Scout (Force-a-nature) B. Pyro C. Spy D. Major Crits E. Engineer teleporting in C. This is happening on any map. [b]QUESTION 71[/b] : Which player class has the biggest theorical DPS with full upgrades? A. Scout B. Sentry C. Demoman D. Heavy E. Spy F. Civilian E. Spy! Theorical assumes a giant would not turn around to stop backstabs. Any non-giant is also instantly killed (e.g 1200 health rapid bowmen). Demo and Heavy only come close with crits. [b]QUESTION 72[/b] : How much damage bonus does Captain Punch have? +500% Again, a quick look at the deathcam reveals it. [b]QUESTION 73[/b] : How much faster do Steel Gauntlets run, compared to regular heavies? 0% / None Steelies have regular heavy speed. Their bigness makes them look faster but it's a mind trick. [b]QUESTION 74[/b] : Name 1 condition where engineer bots defend themselves. 2 possible answers Humiliation Passing a special node/trigger near the Manhattan grinder wood walkway While they do whip out their shotgun after their sentry destruction, they won't actually shoot it. They will just wander in a random corner for seconds and come back trying to rebuild. [b]QUESTION 75[/b] : How much metal do engineer bots spawn with? A. 600 B. 1000 C. 200 D. Infinite E. 5000 D. Same as ammo. [b]QUESTION 76[/b] : What happens if a player blocks robots from leaving their spawn? A. The game director kills the player B. Robots eventually jump over or around the player C. Robots votekick the player D. The player is sent to the Spectator team B. However since the "slip off people's heads" update, robots cannot jump over REDs and it is now perfectly possible to bodyblock a spawn with a man barricade. [b]QUESTION 77[/b] : When can medic bots be fooled into healing an enemy (RED) spy? A. The spy is disguised, the patient is dead and the bomb is being carried B. The spy is disguised, blocking the medic in a corner C. The spy is disguised, the patient is dead D. Calling "Medic!" A. If the bomb is not carried, the medbot will usually whip his syringue out and go for it. However, even in the best circumstances there is still no reliable way to predict how a medbot will behave and a little gambling seems involved with the AI. [b]QUESTION 78[/b] : Name 2 ways to kill a [b]giant[/b] robot patient healed by a giant medic (without harming the medic) Couple answers : Push into a death pit Upgraded crit stickies cluster Causing the giant to suicide from a player "fusion" (stuck inside the robot, rare and difficult to trigger) Giant pockets healed by a Giant Med are virtually invincible due to the ten thousands of health given per second. Only an attack dealing more damage than the patient's maximum health in one tick will destroy it. The same logic applies to a common robot patient (but it is vulnerable to alot more 1-hit attacks). [b]QUESTION 79[/b] : Name 3 conditions where a disguised player spy is detected by robots. (excluding backstab/sapper) On fire Bleeding Jarate/Milked 5-second contact touch (area of effect detection) Using a invis watch infront of robots (even when disguised) DR uncloaks does not reveal the spy (as long as he is disguised). [b]QUESTION 80[/b] : How do robots react upon seeing a disguised spy sap a robot? A. Ignore B. They will stare at the spy, but won't shoot unless provoked C. They will immediately shoot the spy D. Call "Spy!" and ignore B. When a sapper is placed, all bots are forced to stare at the spy for a few seconds, but the spy is not revealed. The bots will eventually go back to their duty. However, they sometimes will keep attacking because of the aggro engaged with the other REDs, making it look like the bots attack the spy on purpose. It is simply a coincidence. A sap alone will never trigger enemy fire or reveal the spy, only mean looks. [b]QUESTION 81[/b] : What is the main difference between "Easy" and "Expert" sniper bots? Easy waits for full charges, Expert quickscopes when possible [b]QUESTION 82[/b] : Name 3 conditions for a Spy to get his sapper back Possible answers : Time cooldown Sap a engineer building, the building is destroyed Engineer whacks the sapper off Revival Use an ammo canteen Use a recall canteen [b]QUESTION 83[/b] : When do pyrobots airblast players? A. Never B. Accidently, by attempting to reflect projectiles nearby C. w+m2 D. Yes B. [url=http://www.youtube.com/watch?v=K9EMA3KemRQ]Although C. has once been a thing.[/url] [b]QUESTION 84[/b] : How does the Holiday Punch tickle work against a robot? A. Doesn't work B. The robot will cancel attacking for a short time and keep moving in a direction, bugged. C. Normal damage D. The robot will do the laugh animation and stand still, useless. B. Fucky question. The only reason the robots don't seem to do anything is because they lack the laugh animation. (except engibot). The other reason on why they glide around is because of how TFBots always behaved when taunting (they can move around freely) It's 2 different problems glued together into a super mess. [b]QUESTION 85[/b] : What happens to a sentry buster during a gate capture (Manhattan)? A. Nothing, it will keep chasing the sentry B. It will break, start bashing people with the caber C. It will be stunned D. filler wrong answer B. Easiest way to know this is to experience it yourself the hard way. [b]QUESTION 86[/b] : Bots can achieve gameplay moves players are normally restricted from. (this is not about aiming) Name 3. Includes : Jump while using a minigun Deploy a building anywhere (including inside itself) Unlimited charge turning (even without boots) Look around during a taunt/stun No ally melee registry (acceptable) Can move through enemies (buster) Carry a flag when invulnerable Capture a point when invulnerable Unfortunately the "slide off player tops" is a global mvm change unrelated to basic moves and I cannot accept it. [b]QUESTION 87[/b] : In official missions, Name all 12 items actively used by the scout population (weapons and hats. gatecap/romevision/soul excluded) These 9 questions are extremely difficult. I included them only for the hardcore. Name all the weapons and hats seen and used by robots made by valve. [b]Wave 666 included![/b]. Unusued robots in the .pop files do not count. Robot body parts (battery bandolier, etc) do not count! [b]By the way, stock items count.[/b] Scattergun Force-a-nature Bonk! Bat Sandman Holy Mackerel / Fighting Fedora Bonk! Boy Essential Accessories (giant sandman) Batter's Cap Bonk! Cap Point-n-Shoot (666) * Bolt Boy! Monarch Wings (jumpers) Monarch Cap Shortstop (large commons) *[b]I actually fucked up on this question; I completely forgot about these 4 items. Normally I would have asked up to 16 items![/b] [b]QUESTION 88[/b] : In official missions, Name all 11 items actively used by the soldier population (weapons and hats. gatecap/romevision/soul excluded) RocketLauncher DirectHit Original Buff Banner Concheror Backup Blackbox Liberty Launcher Cow Mangler / Tyrant Helm (sgt crits) Spartan Helm (666) The [b]Shovel[/b] is also accepted, but optional. It is only seen due to a rare banner activation switch bug. [b]QUESTION 89[/b] : In all official missions, Name all 5 items actively used by the pyrobot population (weapons and hats. gatecap/romevision/soul excluded) Flamethrower Flaregun Scorch Shot Detonator / Guadalajara Not much variety. Guadanana and Det are tricky to remember because those giants are only used in old tours. [b]QUESTION 90[/b] : In all official missions, Name all 13 items actively used by the demoman population (weapons and hats. gatecap/romevision/soul excluded) GrenadeLauncher Loose Cannon Booties Chargin' Targe Splendid Eyelander Persian Persuader Half-Zatoichi / Samur-Eye (Demorai) The Menpo (Hamlet Hostility Demorais) King's Crown (Giant Demoknights) Sultan Hat (splendid knights in rottenburg) Spine Skull (666) *Forgot to mention the [b]Caber[/b]. It is accepted. Should have been 14. [b]QUESTION 91[/b] : In all official missions, Name all 12 items actively used by the heavy population (weapons and hats. gatecap/romevision/soul excluded) Minigun Deflector Huo-Long Shotgun Fists of Steel GRU KGB / War Head (Captain Punch) Tungsten-Toque (Giant-Kill heavies) Uklanka (Deflectors) Pugilist Protector (KGB) The Carl (metro malice last wave on steels) *Forgot the [b]Holiday Punch[/b]. I suck. Should have been 13. [b]QUESTION 92[/b] : In all official missions, Name all 3 items actively used by the engineer population (weapons and hats. gatecap/romevision/soul excluded) Shotgun Wrench Toolbox [b]PDA[/b] is acceptable. While the Pistol is presumably equipped, it is never drawn or seen! [b]QUESTION 93[/b] : In all official missions, Name all 6 items actively used by the medic population (weapons and hats. gatecap/romevision/soul excluded) Syringue Gun Medigun Quick-fix / Surgeon's Stahlhelm (regen giant meds) Procedure Mask (giant meds) War Helm (666/broken parts 6) Alot of [b]Bonesaw[/b] answers, but again, it is never used. [b]QUESTION 94[/b] : In all official missions, Name all 6 items actively used by the sniper population (weapons and hats. gatecap/romevision/soul excluded) Sniper Rifle Sydney Sleeper Huntsman Razorback Kukri / Larrikin Robin (666) [b]QUESTION 95[/b] : In all official missions, Name all 3 items actively used by the spy population (weapons and hats. gatecap/romevision/soul excluded) Revolver Knife Sapper [b]IW/Disguise[/b] are acceptable substitutes. [b]QUESTION 96[/b] : What makes grouped melee robots so dangerous? Name 2 reasons All attacks stack No resistance available No ping issues / Perfect server synchronisation (acceptable) [b]QUESTION 97[/b] : Name 3 friendly player actions blocked by a friendly medic shield Swinging a melee Attempting to pick-up a building behind a shield (ranger or not) Attempting to heal a target on the other side of another medic's shield Jars go through a shield, aswell as airblasts. [b]QUESTION 98[/b] : What happens when a robot gets stuck between a wall and a tank? A. It dies B. Nothing, it gets pushed until there's room C. It gets thrown in the air D. The tank will move away a bit B. This is noticeable in expert missions with alot of infantry support around tanks. No bot-related crushing is ever inflicted. [b]QUESTION 99[/b] : How is fall damage calculated on giants? A. A huge value is substracted randomly B. Does as much as a regular player C. Damage percent scales with the giant's maximum health D. Static 1000 damage C. This is exceptionally dangerous to large bosses such as Captain Punch which lose more from falls the healthier they are. [b]QUESTION 100[/b] : When a robot dies, what happens with its AI? A. The AI is secretly "kicked" from the game, and a new one spawns. B. The AI is moved to a new, freshly-spawned robot. C. The AI stays in place until the wave end, and is then reset. D. The AI is secretly sent to the Spectator team until a new wave begins. B. This is noticeable sometimes when you get killed by a sentrybuster, and the killcam immediately heads upon a new robot in their spawn. This is also notable in their behavior, as robots sometimes in a new life "remember" where specific RED members are hiding, resulting in the robot shooting at targets it normally wouldn't have seen before.[/quote] Thanks for participating :> although with flaws from my inexperience it was interesting and fun (fun to score too)
[t]http://i.imgur.com/PMNKICs.png[/t] Hell-met, ThePro1234, Exhale, and all contestants, you are [i]the best[/i]. Looks like there will have to be a raffle or a few in the future.
Congrats to the winners! I really wanted the RR, Jag and FoW kits...
Damn, came close for having done everything off of memory though.
rmtb should have been disqualified tbh :I
[QUOTE=Zannabluke;44460952]rmtb should have been disqualified tbh :I[/QUOTE] kind of my fault for not thinking of a good way to answer
Speaking of having doing everything off memory, why [i]isn't[/i] there a giant Soldier boss called "Major Malfunction?" Give him a Beggar's Bazooka and way more than 3 degrees of projectile deviation so his attacks are wild and unpredictable.
[QUOTE=Exhale;44459115][url]http://pastebin.com/vPSXNpLW[/url] You have to carry demoknights early game to late-mid game. They become quick powerful against single targets late game but is still inferior to every other demo playstyle. Comparing him to pyro and spy is such a massive insult.[/QUOTE] I'm not comparing the classes themselves. Sure if you stay disguised all the time nobody will even touch you as a spy, or if you keep airblasting stuff away you can still be useful while doing no damage as a pyro but they all have to stay at the frontlines and die pretty much instantly if they don't pick their fights right.
so this is how it feels like [t]http://cloud-2.steampowered.com/ugc/3280052431693048037/14C9EE7E382EE77E51D106CDB93E97F065727529/[/t] [editline]6th April 2014[/editline] tour 10 completion
Thanks for the stuff guys. Really awesome of you.
[t]http://i.imgur.com/bqVAc4s.png[/t] Tour 4. Not Australium, more like striking silver instead of gold.
[QUOTE=mojangsta;44463450][t]http://i.imgur.com/bqVAc4s.png[/t] Tour 4. Not Australium, more like striking silver instead of gold.[/QUOTE] You are one lucky motherfucker.
Found a Frontier Justice killstreak kit, specialized Fortified Compound kit (:dance:), and a Professional Fire Axe finishing my 5th tour. I've stopped thinking I [i]might[/i] get lucky and get an australium, so I'm really glad I got these spoils!
Simple question for ya all. Whosoever answer it right first will get his/her/its' hands on this: [t]http://i.imgur.com/Cf552PS.png[/t] The question is: How much metals does a [B]Disposable[/B] Mini-Sentry require to build one?
100
i didn't look but i say 0
[QUOTE=ThePro1234;44471027]Simple question for ya all. Whosoever answer it right first will get his/her/its' hands on this: [t]http://i.imgur.com/Cf552PS.png[/t] The question is: How much metals does a [B]Disposable[/B] Mini-Sentry require to build one?[/QUOTE] 100 metal It also self-destructs when it runs out of ammo, cannot be manually destroyed, and is slightly smaller than the combat mini-sentry.
Nononon, it requires 130! It is the one you get as an mvm upgrade. [editline]6th April 2014[/editline] Did we not say the right answer yet?
Nope. Keep it coming :v:
100 metal + 400 credits, including the upgrade to buy the thing.
No metal because the upgrade is called a Disposable Sentry Gun, not a Disposable Mini-Sentry.
The disposable sentry itself needs 130 metal to build, however it also requires a main sentry to be built which also costs 130 metal. The actual cost that I believe your looking for is 260 metal.
According to the Wiki it is still a Combat Mini-Sentry Gun- [editline]6th April 2014[/editline] [QUOTE=omegasupreme1;44471586]The disposable sentry itself needs 130 metal to build, however it also requires a main sentry to be built which also costs 130 metal. The actual cost that I believe your looking for is 260 metal.[/QUOTE] This won, right? [SP]HOLY FUCKING SHIT, HOW DID I NOT THINK OF THAT. YOU WON 2 CONTESTS IN A ROW, FUCK YOU[/SP]
I was actually just about to post that lol
Real close, but not yet complete!
I hope by metals you don't mean money too, because that would be a cheap move. But I'll try 500$(upgrade)+130 metal(big one)+130(disposable one)
The cost could also be 130 assuming you build the main sentry during setup time/pre-wave. It can also be 0 if you build both pre-wave
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