mannon
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Post by mannon on Aug 26, 2012 16:30:27 GMT -5
I never played TF2 before despite being heavily into TFC wayy wayyy back in the day.
But now that Man vs Machine has come out I'm starting to do some of that with my GF and some bros. Anyway it's pretty fun.
Any bros feel like joining us my steam name is "mannonc" and we'll probably be doing more of that tonight in a few hours and likely more on weekends and evenings.
Also, any tips for someone who's never played TF2? heh I'm sorta just leaning as I go here. ;p
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tiesieman
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Post by tiesieman on Aug 26, 2012 17:09:39 GMT -5
I'll play with you sometime, I play lotsa TF2 but stopped with MvM already pretty much which is a shame
I usually roll as a medic with the kritzkrieg (it's the medigun that gives you critical hits on ubercharge) along with uber canteens and the share canteens upgrade. Basically, you get a medigun that both makes you invincible as well as spew out 3x damage
You as that medic and a Heavy are all what's needed to stop most of the giants
Also, demomen and their stickies are great for blowing up medics before they can pop their ubers
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Post by beavernator on Aug 27, 2012 23:12:34 GMT -5
I'm still trying to break down this game mode. Here's what I got so far: You can never go wrong with increased damage and fire-rate, larger bandoliers are ideal for classes with lower movement speeds, and faster reloads are ideal for any weapon that you have to reload one at a time. Larger magazines are tempting but they seem like a waste to me, along with any perks focused around your secondary or melee weapon. Health-on-kill bonuses are ideal for heavies, pyros, and any class that can take out hordes of enemies at a time. Otherwise just keep a few points in that. I found a lot of success keeping the team well-rounded. 6 engis just won't work, or at least for me it never worked. Its very risky running as engi in this mode; once a sentry buster hits you you hardly get any more time to relocate and rebuild. I tend to invest a lot of credits into one primary weapon; that way you're always putting your money to good use. I think upgrades on secondary and melee weapons should be half price. I've played medic for 44 hours in this game. As a medic your secondary priority is to heal people; your first is to stay alive. If your partner is unaware that he's being flanked, that he's putting you in the fray of things, or that he's leading you away from the main group, stop healing him and get out of there. Otherwise you both die, and all that ubercharge is wasted. I was playing as demoman a few hours ago; this guy is pretty fun to play. Stock grenade launcher, Chargin; Targe, and a Frying Pan. I just use the targe for the increased resilience, and that grenade launcher is a monster once you master its projectile arch. I use the frying pan because smelted all of my demoman melee weapons so I could get a new hat, and getting the demoman's 'fro was worth it.
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mannon
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Post by mannon on Aug 28, 2012 0:48:40 GMT -5
I will second the well rounded team. It's pretty much essential.
Pyro air push thingy seems to be really useful for pushing bombs back.
Snipers kinda suck in the early waves and you mostly just sit there killing bots when they pickup the bomb over and over, but snipers quickly become really useful for taking out super bots and uber medics quickly.
For many classes melee is counter-intuitively quite useful vs tanks, because they just don't take that much damage from your primary weapon and use up all your ammo that way.
I still have no idea how to effectively and consistently take out sentry busters. They are fast, have tons of HP, and never show up when everybody can just focus fire on them alone.
Spy seems like he'd be useless, but those backstabs can actually take out quite a few bots rather quickly and I suspect he may have a role taking out the super bots too. Probably not easy to stay alive, though.
I also highly recommend filling your canteen. Just get something cheap like ammo if nothing else, but might as well use it.
Also try to pickup all the money. If you don't miss any you get a bonus.
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tiesieman
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Post by tiesieman on Aug 28, 2012 2:19:48 GMT -5
Sentry busters are ridiculously easy once you realize you can just pick up your sentry, walk into it, and just let it explode out of the range of your other buildings. Nobody even paid attention to sentry busters on the group I played with
In the later waves, pretty much everyone but the engineer used crit canteens (even me as the medic with a kritzkrieg). When there's tanks and multiple giants at the same time people will die, so we pretty much needed the crits as we didn't have the time to take them out by normally
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Post by beavernator on Aug 28, 2012 14:12:18 GMT -5
I agree; snipers with jarate are very useful in this mode. Jarate is a miracle worker on clusters of enemies and giants, and the Sydney Sleeper is sort of viable if there's a lot of giants. Its like a symphony of minicrit sounds afterwards.
This helped me out a lot in multiplayer; there's a feature in the advanced options that lets you see how much damage you deal. It turns out that a lot of weapons drop off in damage, and being close to the tank while firing helps with that. The only exception is the sniper rifle.
As medic you can toggle this other feature that lets you know when someone on your team is down to a certain percentage of health; I'd recommend setting it to somewhere around 70-50%.
Given all the times I was out of ammo and far from a piece of metal that ammo canteen seems to be worth more than 25 credits.
If a medic with a kritzkrieg is around he can help the demos put down some crit stickies before the round begins. While I'm still on the subject of demoman I also noticed that the chargin targe comes in handy when you need to retreat quickly or get to the front line faster. That curved projectile on the launchers comes in handy when you're on the high ground.
I think this is a given, but if you need a guy to collect money pyro or scout will be the best choices for this.
Finally I know I said extended clips are a waste; I meant to say that its not worth 400 points on weapons that reload one shot at a time.
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tiesieman
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Post by tiesieman on Aug 28, 2012 14:33:06 GMT -5
The demoknight shields/loadout are just as they are in multiplayer: they can be pretty usefull overall, but the launchers are much much stronger loadouts
Unlike in regular play, the scottish resistance which allows you to place more bombs is probably the more usefull one (in regular play, the short detonation time of the default stickybomb launcher makes it arguably the strongest weapon in the game). Point is, if you're gonna be a demoman, be a bro and use the sticky launcher unless you're just playing with fun loadouts of course, cause demoknighting is a lot of fun
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Post by beavernator on Sept 2, 2012 16:33:14 GMT -5
Alright, I think I have some sort of grasp on how to play pyro effectively in MvM. First priority; get perks that have you gain health on flamethrower kills. You're going to need a lot of health to take down entire squads of smaller robots on your own. Problem is you're not getting any health boosts when facing a giant; so hold back when engaging those. Pull out a flaregun, engage some minions before flaming him and disappearing around a corner. If all else fails, circle-strafe the giant and hope someone else on your team is helping you. Airblasting the bomb carrier over the edge into a pit will buy your team a lot of time. Because of this I prefer the stock flamethrower. For secondary weapons I recommend the Flare Gun or the Detonator. It doesn't need any upgrades, and it can pick off lone snipers with ease. I would not recommend the shotgun since it already excels in close quarters, and there are no pools of water where a shotgun can outshine a flare gun. For melee weapons your default axe is the last thing you want to be stuck with. The Axtinguisher and the Degreaser can take down Steel-Fisted Heavies in the absence of a Demoknight. Having the Backscratcher can come in handy since its suicide for a medic to accompany a pyro to the front lines. Also for anyone who plays Scout; Mad Milk is VERY useful when taking on giants. The Shortstop is also a very good primary weapon; its even more lethal when it has 8 rounds in it.
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tiesieman
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Post by tiesieman on Sept 4, 2012 14:53:42 GMT -5
I think you guys are States, right mannon? Well, if there's a moment we both are online, just hit me a message and I'll play with you guys. I don't really care for Mann Up mode (got the cosmetics I wanted, and those botkiller weapons are really tacky) and Mann vs Machines with randoms really isn't that fun (on custom waves, maybe) We could try that though, custom waves. www.facepunch.com/showthread.php?t=1207966(so for not hyperlinking, phone ) edit: it hyperlinks automatically. we truly live in the 21st century
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mrite
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Post by mrite on Sept 5, 2012 10:02:30 GMT -5
yep, except the goal is to not let the bots deploy a bomb
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tiesieman
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Post by tiesieman on Sept 5, 2012 10:37:38 GMT -5
plus a difference is that's not really endurance, because missions actually end The best thing that sets it apart from other endurance modes is that any bot you find has the same attributes a dude playing multiplayer A heavy robot will have the exact same base health and damage output as a multiplayer heavy
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tiesieman
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Post by tiesieman on Sept 5, 2012 14:42:04 GMT -5
everything but engi bots. big giant versions of lotsa classes too
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Post by beavernator on Sept 7, 2012 22:18:28 GMT -5
I'm a bit annoyed at how multiclassing is discouraged. The enemy's unit composition constantly shifts in each wave; so why are the human players encouraged to stick to one setup throughout the entire match? If everyone had the ability to refund all of their invested credits to relocate into another class with minimal to no penalty, the number of rage quits I've had in MvM would drop significantly. That or it could make the game too easy; what do you guys think?
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Post by llednik on Sept 8, 2012 0:01:43 GMT -5
You play tf2, I play tf2, we should play tf2 together. Anyways my steam name is "More gun" and I sent a friend request. As far as advice goes here's what I have to say(only for mvm I could write a book for pvp advice and I'm not even super good)
Scout-This is in my opinion THE most important class in mvm. Collecting money is super important and scout is by far the best at this as it's the fastest, gains health from money, and has a larger money collection radius. I'd recommend first maxing out speed and then moving to resistance. A beefy scatter gun is nice but a scout that get's all of the money is better than a high dps scout. As far as the load out goes I'd suggest either the short stop for the clip based reload, or the soda popper for the hype/crits(I know I said scout dps doesn't matter but free mini crits are nice) For the secondary mad milk is the only real option if you have it. after that probably the pretty boys pocket pistol for more health or the default. For melee probably default, reduced health from the sandman is bad(not that this is a terrible option) and the triple jump from the atomizer isn't necessary.
Soldier-Reload speed is WAY better than clip size. Clip size is worthless after your first clip is out but reload speed directly increases dps. Damage is good but expensive. to boil it down though I just suggest mainly leveling your launcher. For load outs I'd suggest either the default for the reliability/no downsides(as opposed to the 3 rocket clip from the black box/liberty launcher, better blast radius than the direct hit, and higher damage than the cow mangler) the cow mangler for the infinite ammo, or the beggars bazooka(This is the only launcher where clip size is important, more on this later) Probably the buff banner but the gunboats can be useful if you are good at rocket jumping/know where health and ammo packs are. For melee I'd say escape plan even though I use the market gardener for the lolz.
Demoman- Haven't played demo much but for upgrades I'd say put them mostly towards your primary launcher. The sticky launcher upgrades are nice but it's solid enough on it's own. Load out suggestions are the default grenade launcher, sticky launcher or the scottish resistance. Melee I'd say default as the others have major downsides if you aren't playing demoknight. Interestingly the demo can actually buy crits on kill for his melee which might allow for a "kill a small bot with the bottle and then hit the big ones/tank with crit grenades" though I imagine this to be impractical.
pyro-Once again one of my lesser played classes but ammo capacity, health on kill, and resistance's are probably the way to go. Load out suggestions are default for the best combination of damage and airblast, flaregun/detonator(see beavernator's post) and either axetinguisher or the back scratcher(once again see beavernator's post)
Sniper-upgrades=slow enemies/recharge rate on the jarate, and damage/charge rate/firing speed/exposive headshot on the rifle. Load out suggestion would either be the default, heatmaker for the focus mode, machina for the high damage, or sydney sleeper for team support/if you aren't so comfortable with getting headshots. JARATE, and last slot probably the bushwacka.
Spy-another lesser played class but probably armor penetration on the knife and possibly crits on kill. Attack speed is nice on giant robots so that you can get multiple 1000 point stabs in on one go. Sapper upgrades are also useful. For load out either default, your eternal reward, or spysickle? the enforcer for the damage, and the dead ringer.
Heavy-Dat minigun. Fairly obvious, ammo count, firing speed, and damage. Penetration also effectively doubles your max dps. load out=either brass beast for the damage, or natascha for the slowing effect. Sandvich for secondary(throw it to your medic to give him a free 150 health) and the gloves of running urgently.
Engineer-There are a couple ways you can take this, either maxing your buildings with upgraded dispenser range, 2 way teleporters, upgraded building health, and sentry firing speed. Or going a more combat oriented style by increasing firing rate/penetration on the widow maker or reload and clip size on the frontier justice. For primary I'd say one of the two shotguns i just mentioned(even if you are going with building upgrades either is fine though the frontier justice is hands down better for the tanks) jag for the building speed, and either the pistol or wrangler(pretty sure these are the only options anyways lol)
Medic-Firstly see beavernator's post about healing vs surviving. Upgrade the medigun regardless of which you are using. Specifically uber duration and charge speed. for loadout the overdose for the move speed, either the default medi gun or the kritzkreig(Probably this one) and the uber saw. A very powerful strategy is the beggars bazooka and the kritzkreig(this is the more on that later from the soldier section) 11 crit rockets in about a second will devastate almost anything. Watch the soldiers clip size go up as he reloads and just before he hits the max number of rockets he can load activate the charge After the first volley however you should probably switch your uber to either a heavy or pyro because the soldier wastes a lot of time reloading. If your uber time is long enough switch back to the soldier as he starts his second volley. With a decent amount of teamwork 2 soldiers with maxed beggers bazookas and a medic could put out an absolutely insane amount of damage for 3 people.
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Post by beavernator on Sept 10, 2012 22:43:21 GMT -5
-The wrangler is a MUST HAVE as engi. You can cover longer sight lines with this weapon and send giants tumbling. The only downside to this weapon is minor; you can't pick up buildings while wielding it. -I prefer putting my teleporter entrance between both spawn entrances. To save time from moving the exit to a more optimal position every round I just leave it in a safe spot in the middle of the map. -For a demoman just put two stickies by the bomb (3 when heavies are around), and a few more leading up to it if you have time. If there aren't any giants that round that bomb will be crawling to the finish if you always keep an eye on it. Extra sticky bomb damage isn't too important on the sticky launcher, but 3 points in reload speed and an extra 50% magazine size can help you out. -As heavy, 600 credits is a small price to pay for being able to counter demomen and soldiers... especially those giant crit-rocket soldiers that nobody likes.
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Post by UrbaneVirtuoso on Oct 30, 2013 15:16:05 GMT -5
What, I don't even...
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Deleted
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Post by Deleted on Oct 30, 2013 17:19:50 GMT -5
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