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MVM for noobs


F  CHARLIE

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If you are new to MVM there are several thing I want to express to you that will not only help you but also help your future team mates.

 

1. Many mvm regulars are impatient and want to kick because exist. Have patience, those guys are idiot and forgot they were nubs once also.

 

2. When you have less than 3 tours completed, ask the other players what class you should be and what load out you should have. If you play engineer, ask the other player where they want the equipment to go.

 

3. Weapons you must have br fore hand: brass beast, fan of war, mad milk, kritzkrieg, buff banner

 

4. When waiting for the round to start (and never be the first or last to ready up), look at what the other players have as load outs. Where is the engineer placing things? Where is the demo putting stickies? You may need to play other classes and that is the fastest why to know what you should be doing.

 

5. You are not allowed to play pyro, spy or sniper. No one is really except when they are very good at it. If you are very good (you aren't, trust me) then you must convince the other players to allow you to do so. Especially sniper. Sniper is a very vulnerable class in mvm and generally can't contribute much. I believe a high level sniper could be good in mvm but not until you know the maps well.

 

I expect other members to contribute more to this so as to make it a guide. You may ask questions here as well.

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I prefer stock minigun over brass beast. I want to move.

I just felt it was important to have it. Would you correct the title please. I don't know how that happened.

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well its on a personal level really for heavies the dps with brass beast exceeds your stock but if your using natascha its fine 

for scout i see them use the sandman a lot it works dont need the fan o war 

for spy i agree you must know what your doing and same for sniper

cant forget that you need the jag for the engineer and anything but the pistol 

its a definite defined role for some classes others the weapons get fuzzy

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I just felt it was important to have it. Would you correct the title please. I don't know how that happened.

You can change that yourself. Edit the post in full modus.

 

 

well its on a personal level really for heavies the dps with brass beast exceeds your stock but if your using natascha its fine 

for scout i see them use the sandman a lot it works dont need the fan o war 

for spy i agree you must know what your doing and same for sniper

cant forget that you need the jag for the engineer and anything but the pistol 

its a definite defined role for some classes others the weapons get fuzzy

Yes, wrangler or short circuit is way better than pistol. also the rescue ranger is nice. And natasha is useless, your scout with the mad milk can slow down big scouts better.~

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sniper is pretty easy in coaltown as long as the player can aim at heads and gets explosive headshots (hitman's heatmaker is probbably best sniper rifle to use)

 

spy can be a good replacement for scout, but you will need to be experienced, you need to sap groups, get all the money and backstab (giant) medics (2 hits giants when upgraded)

 

pyro can be very usefull, airblast bombs away, giant soldiers are useless, same are demos.

just needs to properly be able to manage your survival and weapon upgrades

__

 

most common team:

Engie, Soldier, Demo, Heavy, Scout, Medic

soldier sometimes switched for another heavy

__

 

Scout Loadout:

primary: (any, doesn't really matter)

Stock: no pro's, no con's

Baby Face's Blaster (more speed, not sure if full boost is max speed, so i don't know if speed upgrades actually work on top of that)

Soda Popper (dodging rockets, getting to places much easier)

Force-a-Nature (knockback, giants are forced to jump, useful as extra jump)

Shortstop (more healing)

 

Secondary: Mad Milk (slow and potentially healing, mainly slow)

 

Melee:

Sandman (ball can stun and mark a target when upgraded, making them get minicrits, ranged but has a cooldown)

Fan o' War (always marks a target for death, melee but can be used without time between)

 

Soldier Loadout:

Primary:

Stock

Beggar's Bazooka (easier area damage, but no ammo from dispensers)

Direct hit (fully upgraded has same area dmg + stun and faster missiles)

 

Secondary: Buff banner (minicrits for everyone around)

 

Melee: doesn't matter expect:

equalizer (blocks healing, meleeing in mvm is useless)

 

Demoman Loadout:

Primary:

Stock Grenade launcher

Loch 'n Load (if you can aim properly)

 

Secondary:

Stock Sticky Launcher 

Scottisch Resistance (can be usefull when they can come from 2 sides with the more manual detonation)

 

Melee:

Stock or reskins of that, other weapons have downsides which you dont want.

 

Notice: as demo you want to place critical stickies before the wave starts with the help of a kritzkrieg medic (if available)

you can either upgrade your grenade launcer, your sticky or both, depending on your playstyle)

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I find 5. Really biased and completely false , any pyro , sniper or spy with a decent knowledge can put on good work, as with ANY other class. They dont have such skill celling where you need to be a super MLG pro sniper to even try sniping on mvm , any1 with a decent aim can. And this applies to any class.

 

I'd add 3 more points btw

 

6. Never play duplicated class unless your whole teams asks you to do so, the common duplicated class is heavy. There are also classes who shouldnt play together for redundancy. The following classes playing together usually is pointless:

 

 

-Spy with scout

 

-Medic with soldier (this one can work but it leaves the team with one weakness point. Can easily work in mannhattan because no tank)

 

-Sniper with demo

 

Also there has to be a pyro if there are tanks almost ALWAYS.

 

You can play with them if your team is competent , but you are just making it harder.

 

 

 

7. Know your class priorities :

 

 

 

If you are a scout , dont even touch the scattergun upgrades, and always focus on looking for cash. Save milk for chunks of robots and Super scouts and mark for giants. Sandman is an straight upgrade to Fan'o'War when you have enough money to spend.

Upgrade your jump height and walking speed as your resistances straight first. Upgrade your milk and balance your upgrades to get the sandman upgrade.

 

If you are a soldier , DONT SHOOT THE DAMN PYROS... And please buff your team (you can use the bison if you know how to)

 

If you are a pyro , please ALWAYS use phlogistinator when a tank arrives. Good pyros switch Stock-Phlogistinator as the wave has or hasnt got tanks. Buy damage and ammo on Phlog , NEVER TOUCH AFTERBURN UPGRADES. Health on kill in phlog can be handy. Stock only ammo and airblast. Maximize your resistances as soon as possible.

 

If you are a demo , please focus medics and engineers , and dont upgrade pipes unless you are experienced. Scottish resistance is amazing if you can time it well. Demoknight is viable in Easy-Medium tours.

 

If you are a heavy , please know WHERE to stand and WHEN to take cover, before the round make sure to discuss the dispenser location with the engineer. Also drop your sandvich often unless you use chocolate

 

If you are a engineer , please NEVER EVER buy disposable minisentry unless its last wave or you dont have anything else to upgrade. Discuss with your team the buildings positioning and your upgrades priorities should be (in order of importance):

1st : Dispenser range , Building health

2nd : Amount of metal , Wrench melee speed

3rd : Sentry firing speed , Rescue ranger reload , Rescue ranger firing speed , Rescue ranger Clip size

4th : 2-way teleport , Walking speed , Exposive resistance (unless you use Short circuit) , Metal regen.

5th : Disposable sentry

You can buy the 2-way tele before if your team asks for it with solid reasons.

 

If you are a medic , kritz the demoman before the round starts for free crit sticky trap. Keep EVERYONE overhealed whenever you can without risking to die. Use your kritz at a suitable moment. DONT KRITZ THE HEAVY WHEN FACING A TANK , demo or non-phlog pyro are better choices. Reviving is your 1st priority unless the dead player is surrounded by robots , you can über-canteen in that situation. Quick-fix is viable for speedy revival.

 

If you are a sniper , use your jarate whenever you can. Hitsman Heatmaker is usually the best choice. Sydney sleeper doesnt headshot but the explosive headshot DOES hit as usual. Prioritize targets.

 

If you are a spy, you can play aggresive or stealthy. Aggresive would be most of the time a kunai stab + crit enforcer spy, hard to play and easy to die but deadly on right hands. Stealthy barely ever stabs anybody , mainly sapping , collecting all the cash (spy and scout should never play together) , and stabbing only medics/Giant medics. Always Dead ringer.

 

 

 

8. Loadouts (More biased) :

 

 

 

Scout

 

Primary : Baby blaster / Soda popper

 

Secondary : Milk

 

Melee : Sandman/Fan'o'war (Always use sandman on bigrock)

 

 

Soldier

 

Primary : Stock / Black box 

 

Secondary : Buff Banner (You can use battalions with kritz or if your scout marks constantly and the mayority of the wave are giants) / Bison (insane amount of damage in corridors)

 

Melee : Market Gardener (To kill medics when you cant shoot anything else) / Whip (To help your teammates to move faster in certain parts of the wave) / Escape plan

 

 

Pyro

 

Primary : Stock / Phlogistinator (No tanks / Tanks)

 

Secondary : Scorch shot / Flare gun / Detonator

 

Melee : Homewrecker

 

 

Demoman

 

Primary : Loch'n'Load/Stock

 

Secondary : Scottish resistance/Stock (You can use stock , depends on map)

 

Melee : Stock (You can get some heads with the eyelander and then try not to die ever again , risky)

 

 

Heavy

 

Primary : Stock/Brass Beast

 

Secondary : Chocolate/Sandvich (Sandvich usually only to drop it to teammates , Chocolate when you have no medic)

 

Melee : G.R.U / Fits of Steel

 

 

Engineer 

 

Primary : Rescue Ranger (Frontier justice is viable but usually worse)

 

Secondary : Wrangler / Short circuit (Switch between them based on the amount of soldier/demoman robots)

 

Melee : Stock / Jag

 

 

Medic 

 

Primary : Blutsauger / Crossbow (Milk upgrade)

 

Secondary : Kritzkrieg / Quick-fix (Kritz most of time , quick-fix usually when you have sniper instead of demoman)

 

Melee : Übersaw (Its a good idea to melee sentry busters to get über)

 

 

Sniper

 

Primary : Hitsman Heatmaker / Bazaar Bargain

 

Secondary : Jarate (You can use cozy camper if your team has buff banner soldier and milking scout , specially on spammy maps)

 

Melee : Any

 

 

Spy

 

Primary : L'etranger / Enforcer (Stealthy / Aggresive)

 

Clock : Dead Ringer

 

Melee : Kunai / Big Earner (Aggresive / Stealthy)

 

 

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I find 5. Really biased and completely false , any pyro sniper or spy with a decent knowledge can put on good work, as with ANY other class. They dont have such skill celling where you need to be a super MLG pro sniper to even try sniping on mvm , any1 with a decent aim can. And this applies to any class.

 

I'd add 2 more points btw

 

6. Never play duplicated class unless your whole teams asks you to do so, the common duplicated class is heavy. There are also classes who shouldnt play together for redundancy. The following classes playing together usually is pointless:

 

-Spy with scout

 

-Medic with soldier

 

-Sniper with demo

 

Also there has to be a pyro if there are tanks almost ALWAYS.

 

You can play with them if your team is competent , but you are just making it harder.

 

And lastly

 

7. Know your class priorities.

 

If you are a scout , dont even touch the scattergun upgrades, and always focus on looking for cash. Save milk for chunks of robots and Super scouts and mark for giants. Sandman is an straight upgrade to Fan'o'War when you have enough money to spend.

 

If you are a soldier , DONT SHOOT THE DAMN PYROS... And plaease buff your team.

 

If you are a pyro , please ALWAYS use phlogistinator when a tank arrives.

 

etc....

Medic with soldier? Why not.

 

 

Well it doesnt really matter what team you have, most lineups can win a round if the players are good enough.

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Soli:

I like black box and direct hit can do unbelievable damage with not many upgrades. (Like 400+ per with minicrits). Only liberty is less than.

 

Demo:

I have started to use the cannon with pleasant results.

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As someone who is really annoyed by this: if you fucking try to demoknight in MvM, then there will be no mercy in kicking you.

 

Also do not take a class that's already been taken.

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Something that's not been touched on here: Scout CAN deal some damage. Once you've maxed out mad milk, resistances, movement speed and jump height(all of which you can do with money to spare if you're a good scout), and gotten ubercharge canteens, it can be worth getting some scattergun damage upgraded. Haven't played with FaN or Soda Popper, but at least with Scattergun, a couple of damage upgrades and your ability to weave in and out of combat like an annoying mosquito that constantly regenerates health means you can take out robots with a couple of hits left and right.

 

Also: Medic's Projectile Shield is as great offensively as it is defensively. If you have good teammates and you're not just rushing out into waves, you can kill a TON of robots. This is risky though, so...know when to do it and know when to hunker down with it.

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cant forget that you need the jag for the engineer and anything but the pistol 

 

God no!

 

Jag gives your sentry a 25% damage nerf. If you're telling people to use the Jag in MvM you might as well recommend playing without scout or medic too. The main job of the engie is damage output, and for that, the Jag with only 3/4 of the potential damage is absolutely mental. The only advantage the Jag gives you is building time, and that's beyond redundant in MvM. There's never an excuse to not use an upgrade canteen.

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...What? Jag doesn't reduce damage by your sentry. Only melee damage.

Just checked the wiki and it actually confims that. *scratches head* I could swear I read it affects both not too long ago...

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@pum

It this is meant to first help noobs from getting kicked. I also mentioned if you were good you could do the other classes but you need to prove it. Noob walks in and wants to play pyro. Says he doesn't know how to play any other class. Facepalms on wave one and gets kicked.

 

I have seen too many noobs and expierienced players with attitude and make game bad. I might be able to help a noob but not the experienced player.

 

Also, if your an experienced mvm player but have not done 2 cities. You should take some of the same approaches. Ask questions. You may have 80 tours elsewhere but the guy with even 6 tours in 2 cities knows something that can expedite mission completeness.

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How2MvM?

 

Last time I've done MvM it was months ago in a boot camp server as a Pyro because that's all I felt I could do. I didn't even know there WERE resistances...

 

Anyone mind teaching me? c:

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How2MvM?

Last time I've done MvM it was months ago in a boot camp server as a Pyro because that's all I felt I could do. I didn't even know there WERE resistances...

Anyone mind teaching me? c:

Mvm is not about being individually a great player. Your targets are predictable. You should start with a class mentioned here. Heavy is good. I recommend Mini-gun speed and health on kills at the upgrade station to start. You are a damage dealer and later on you can build resistance. Trust the medic to keep you alive and stay focused on dealing damage. There are other upgrades that are good but focus on the class role.

 

Get the robo cantee.

 

Someone please list the other class wave one upgrades.

 

Ps - don't play medic. Teams shouldn't allow a noob to play medic but sometimes they do because they are selfish and want to play a favorite class.

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Mvm is not about being individually a great player. Your targets are predictable. You should start with a class mentioned here. Heavy is good. I recommend Mini-gun speed and health on kills at the upgrade station to start. You are a damage dealer and later on you can build resistance. Trust the medic to keep you alive and stay focused on dealing damage. There are other upgrades that are good but focus on the class role.

Only thing that I am worried about is upgrading resistances. Which ones should I choose? When should I choose them? Does it matter if I don't choose any?

 

I'll probably try out Heavy first. I personally don't want to play as a class that has a major role other than shoot bullets at metalloids.

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Mvm is not about being individually a great player. Your targets are predictable. You should start with a class mentioned here. Heavy is good. I recommend Mini-gun speed and health on kills at the upgrade station to start. You are a damage dealer and later on you can build resistance. Trust the medic to keep you alive and stay focused on dealing damage. There are other upgrades that are good but focus on the class role.

 

Get the robo cantee.

 

Someone please list the other class wave one upgrades.

 

Ps - don't play medic. Teams shouldn't allow a noob to play medic but sometimes they do because they are selfish and want to play a favorite class.

I main medic in normal tf2 and honestly you shouldn't have medic at all in MvM. He doesn't add DPS until he can upgrade his medi-gun, and each time he dies he adds to the debt. MvM always comes down to DPS, and medic hurts that too much to be viable. 

 

Also Sandman>Fan of War.

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Only thing that I am worried about is upgrading resistances. Which ones should I choose? When should I choose them? Does it matter if I don't choose any?

 

I'll probably try out Heavy first. I personally don't want to play as a class that has a major role other than shoot bullets at metalloids.

Blast resist first and usually for the third wave. Crit resist around that time too. Take more later or maybe bullet resistant for heavies/giant heavy

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I main medic in normal tf2 and honestly you shouldn't have medic at all in MvM. He doesn't add DPS until he can upgrade his medi-gun, and each time he dies he adds to the debt. MvM always comes down to DPS, and medic hurts that too much to be viable.

 

Also Sandman>Fan of War.

Shield makes medic a wrecking machine and nothing more destructive than having shield deployed with krits heavy on and uber thru canteen specialist. Nearly invulnerable killing machine. I have not seen a team without a medic so.......

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Medic is 100% valid. And if you are not upgrading Projectile Shield at least once before Wave 1, you don't know how to medic imo.

 

Also, if you've played Medic before and ask for some advice from vets, playing Medic straight up is not a completely horrible idea. I main medic in MvM, so if you've got any general questions I can answer, but I'll post some Medic basics.

 

Medic basics in MvM(at least for Two Cities. That's the only tour I've played, so my advice mayn't work so well for some other maps.)-

 

Upgrade Projectile Shield first. Then Healing Mastery. You really need one point on each of them to begin. If you don't have enough money left to buy more points from then on, then go buy Crit resistance or something. Once you do have money, always max out Shield before dumping all you got into Healing Mastery. Pick up a few resistances along the way, but you're not Scout and you have your Shield so you don't need a huge amount. After Shield, Ubercharge Rate, Overheal, and Canteen Specialist. I generally do not pick up Canteen Specialist until the last two or three waves, because it's usually unneeded till then. But in those waves, an Ubercharge canteen at the right time(on the heavy, say) while you then go and Kritz the Soldier can be a last ditch win for the entire team.

 

Kritz is required. You have to use it. Same with Ubersaw, grab the opportunity to get ubercharge but don't risk yourself too much. Especially once you have Healing Mastery maxed out, you do not want to take risks because you have the potential for nearly unlimited Shielding with two-three seconds recharge. Crossbow and Syringe are both OK from what I've seen.

 

If you're stuck with a bad team, don't underestimate your damage dealing. Your Syringe Gun CAN murder a Super Scout half a second before he deploys. No half-decent team should let this happen, though.

 

If there's something big coming up like waves of Soldiers or scary Giants it might be worth saving your Projectile Shield until then. Of course, if you die, it's wasted, so don't be afraid.

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I main medic in normal tf2 and honestly you shouldn't have medic at all in MvM. He doesn't add DPS until he can upgrade his medi-gun, and each time he dies he adds to the debt. MvM always comes down to DPS, and medic hurts that too much to be viable. 

 

Also Sandman>Fan of War.

How many tours do you have?

Medic is ALWAYS needed, if you dont have a medic, how do you make a sticky trap with 14 bombs all full crit for the giant heavy and medic? Medic is a must

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