Home › Forums › Team Fortress AWESOME! › MvM Combos and Builds
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misterdarren 8 months, 1 week ago.
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August 18, 2012 at 3:01 pm #48570
Just thought I’d throw it out there, as I tested this last night, the Widowmaker does NOT replenish your metal supply upon attacking a tank. Is sad day D=
August 18, 2012 at 3:08 pm #48571Of course it doesn’t, NONE of the on hit effects work against it.
August 18, 2012 at 3:19 pm #48574I equipped the Widowmaker yesterday to try that tonight.
So is it useless if you upgrade your metal limit and should I equip back the Frontier Justice?
So what would be better for an engie? Upgrading whe wrench for constant damage or moving around the sentry? (considering the sentry could still be useful for the bots while you wrench the tank.)
Also I was wondering a few things about the tank. I know that Jarate and the like doesnt works but random crits still seems to happen (correct me if I’m wrong.) so as Fraser said on the show, melee seems the way to go, especially if you upgrade the speed on it. (I fished the tank pretty hard as a scout with fully upgraded fish attack speed.)
What are the classes/weapons that could be better than the melee? Heavy minigun since it never reload should do pretty good but what about the flamethrower? The damage is pretty fast but pretty minimal too so I’m not sure if the speed of it is enough to do better than the axe.
I was also wondering if the backburner was working on the tank since pretty much everything doesnt seems to work on it.
Oh and what about the Buffalo Steak? Will it work on the tank and is it worth it to use it only for the tank instead of a standard sandvich or a shotgun?
On the topic of the backburner, is it worth it since airblasts are pretty useful in this mode and robots tend to turn around fast when you are so close to them? (considering I still don’t have a
Sorry, love this mode but I got so many questions while creating my MvM build on loadout D for all classes.
August 18, 2012 at 6:28 pm #48615As an engineer equip the wrangler on waves with tanks and keep it far dist. Also, keep your sentry far back. If the tank is low on HP and new enemies are coming, I say take out the enemies that carry the bomb if your teammates are still going after the tank.
August 19, 2012 at 1:00 am #48646Sudden idea for an anti giant + medicbot build: Pyro with Phlogistinator, Uber Canteen, Scorch Shot, and the THIRD DEGREE! It hits all enemies connected via Medibeam, max out melee speed and you can do damage to all of them! And they do swarm all over giants, like 3 for every 1 of them.
August 19, 2012 at 8:03 am #48676@phillipchanter Should try that out and see how it goes. I would, but I don’t have a Phlog.
From observing, I think the medic AI makes it so that if damage isn’t hitting its target, it won’t uber. I haven’t been able to test it, given there are 5 others on a team and all the chaos going around, but I would think if that’s the case (and because they just stand there, then move, then stand there), a sniper might be able to pick it off right at the start as long as others don’t attack the giant first. I don’t think they even uber to save themselves, though I could be wrong (Demoknighted one without charging in, and it just took it while its giant was distracted).
What I found last night was that the spy makes medics ridiculously easy to take care of. Max out the sapper, wait for them to drop, sap. Giant goes off on its own very slowly while you just backstab the meds and hope you get them all before the giant notices. If it is maxed out, it should sap both the giant and the med. For the groups of meds, maybe sapping the giant then would be best, as it would catch all of the meds in the radius? Spy is almost no help at all on a tank though.
August 21, 2012 at 12:00 pm #49021I read a couple of things.
Just wanted to post a couple strategies we’ve figured out the hard way.
Always have a spy – at first they didn’t seem all that helpful, but they are required to take out ubermedics before they buff their giant companion
Fast scouts meet sentry guns – while they ignore teles and run through dispensors like they weren’t there (destroying them without having to stop and attack them) they are blocked by sentries. If there is a narrow enough choke point (like the stairs in Decoy) you can put 2 sentries side by side and they will kill the fast scoot and keep it from getting past them
Last night we kept losing over and over on the final wave for two main reasons.
1. Ubering medics.
2. Felt short on attack power. < Still trying to find out which class combos are the best.August 21, 2012 at 12:19 pm #49027I haven’t played too many games as I’ve been away the last few days but I’ve found the phlogistinator to be really good if you upgrade the burn damage and time. Using an upgraded flare gun as well let me be in MMPH mode pretty much all the time.
I’ve been going with Phlogy/flare gun/axtinguisher/refill canteen. seems to work really well, especially for clearing out large groups quickly.
August 22, 2012 at 7:23 am #49166Maxed out Righteous Bison, covers the whole field with bullets, passes through EVERYTHING, greatly damages tanks, and is an anti group weapon.
August 22, 2012 at 11:56 am #49203ramrod and I can 2nd and 3rd the Righteous Bison. We’ve both played with it maxed out. It makes quick work of those scout groups, and the bigger the target, the more it will hit. On Mannworks you can even work on both tanks at the same time if you position yourself and aim properly. Hits them a ton of times. Combine it with a Kritzkrieg and the Crits Canteen and you’re good to go. Maxed out it has 12 shots, reloads 60% faster, fires 40% faster, and you gain 100 health on kill (I think those are the stats, at least).
August 22, 2012 at 12:32 pm #49210A spy is decent on a tank when he’s meleeing it with a fast knife.
Krit stickies as a giant + medic pass by and you can sail those medics flying. Really helps when they’re already ubered as they will lose that ability a lot quicker. Also will take those medics that didn’t uber out.
August 23, 2012 at 12:46 am #49295Just got done trying MvM for the first time (my third or fourth TF2 match ever). I’ve been playing a huntsman sniper and loving it. The slow-firing nature of the sniper seems to not be a great fit for huge waves of scouts, but the combination of jarate and the relatively fast speed of the huntsman tears up the big guys. Unfortunately my team still didn’t do so well, so I never got to try it out on a tank, but the combination of jarate and the bushwacka seems like it would work great on tanks. Again, I’m a noob so don’t listen to me, but I had fun at least.
August 23, 2012 at 1:28 am #49296Tanks are invulnerable to debuffs such as jarate, bleed, and mad milk. Only way to really put a dent in them is to use crits or a weapon with high DPS.
August 23, 2012 at 1:42 am #49297Although Bushwacka + a Buff Banner from a nearby soldier would work, giving crits instead of mini-crits. I wonder if that’s better than mini-crit arrows though after it is upgraded…
August 23, 2012 at 8:13 pm #49445Well I got to trying it and the bushwacka with no upgrades easily outperforms the fully-upgraded huntsman on tanks. I was actually the only reason my team won that last match. No one start attacking the tank until about 5 seconds before it reached the end. We managed to take it down with about a half second left because I had been whacking away at it since it spawned. Do they match me with people that have no idea what they’re doing because I’m new? I see some flaws in that strategy.
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