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Comprehensive Guide to Mann vs. Machine

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Nov 14th, 2015
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  1. Explanation difference between Bootcamp & Mann Up
  2. > Mann Up requires a ticket to get on a Valve Mann Up server
  3. > Voucher gives everyone in the party an additional drop
  4.  
  5. Different rewards for the various difficulties in Mann Up
  6. > different types of botkillers
  7. > Killstreak kit tiers
  8. > Australiums
  9.  
  10. Class roles
  11. - Scout: money collection
  12. > Health buff from money collected
  13. > Increased collection radius
  14. - Soldier:
  15. > Rocket specialist to stun robots
  16. > Banners to support team
  17. - Pyro: Tank Killer
  18. > Needs resistances to stay alive in close range fights
  19. - Demoman: Killing medics
  20. > Dealing lots of damage
  21. > Can be replaced with Sniper
  22. - Heavy: Damage dealer
  23. > Has tank damage resistance (1 of every x bullets deals damage per tick)
  24. > Should still shoot the tank, damage is damage
  25. > Can tank a lot of damage and body block robots
  26. - Engineer:
  27. > Has Building Upgrade Canteens for 50 credits to instantly upgrade buildings to Level 3
  28. > Dispenser Range upgrade so players don't have to stand inside the building and risk damaging it
  29. > Can take out small robots with ease by having the sentry auto-target bots
  30. > Focus damage on giant bots by using Wrangler
  31. - Medic:
  32. > Healing and reviving teammates (don't risk crazy revives if you'll end up dying)
  33. > Shield to block incoming projectiles/bullets and deal damage to giants/robots/tank
  34. > Kritzkrieg charge to lay down stickies with demomen at the start of the wave
  35. > Can get ubersaws of Sentry Busters/Giant Robots
  36. - Sniper:
  37. > Can replace a demo in taking out medics with Explosive Headshots
  38. > Headshot money is indicated in red and is automatically collected
  39. - Spy: Giant killer
  40. > Requires resistances and a lot of skill to use in Advanced/Expert missions
  41. > Does a lot of damage to giant robots with backstabs
  42. > Can disguise and cloak to pick up money behind enemy lines
  43.  
  44. Loadouts
  45. > Milk & Mark for Scout
  46. > Banners for Soldier
  47. > No Degreaser for pyro; Airblasting doesn't deal damage!
  48. > Only upgrade 1 weapon on demo, as spreading out upgrades is less efficient
  49. > Natascha on heavy slows down robots
  50. > Building Health, Dispenser Range & Firing Speed for engineer, don't use Gunslinger as it can't block giant robots
  51. > Vaccinator has quick revives when popping a single charge/bubble, but requires you mastered the weapon, stick to Kritzkrieg & Medi Gun
  52. > Hitman's Heatmaker Focus allows you to stay scoped, Jarate Slowdown upgrade, Bushwacka on Tank with Buff Banner
  53. > Spy Dead Ringer allows you to stay alive longer
  54.  
  55. Resistances
  56. > Crit resistance reduces the damage multiplier
  57. > Bullet/Blast/Fire resistance reduce the base damage received
  58.  
  59. Canteens
  60. > Teleport to Home - teleports you back to spawn
  61. > Crit canteens - Crit boost your weapons/sentry
  62. > Uber canteens - You (and your buildings) become invincible
  63. > Ammo refill canteen - Refills your ammo/sappers/throwables
  64. > Building Upgrade - Instantly upgrades your placed/active buildings to Level 3
  65. > Most canteens can be shared with Medic 'Canteen Specialist' upgrade
  66.  
  67. Upgrade Station
  68. > Player upgrade tab contains resistances, movement upgrades
  69. > Weapon tabs are for your current active loadout, upgrades stay per weapon/class
  70. > Only refund between waves possible, upgrades can be bought whenever in spawn
  71. > Rottenburg forward Upgrade station only active between waves
  72.  
  73. MvM Maps & Positioning
  74. > Do not set up at the bomb hatch at the start of the waves when the robots spawn in front
  75. > Spawn locations and routes of robots/tanks on the various maps
  76. > Blue arrows mark track the robots will take during the wave
  77. > Focus Giant Medics before focussing the heal target
  78. > Shoot the tank, any damage is damage and helps it go down faster
  79. > Resetting bomb by changing path/death pits on maps
  80.  
  81. Console variables & Hud/scoreboard explanation
  82. > cl_mvm_wave_status_visible_during_wave 1 // Show MvM wave status during wave on top without having to look at scoreboard
  83. > glow_outline_effect_enable 1 (DirectX9) // Outline glow for bomb carriers and Tanks
  84. > Bomb Carrier indicator at the bottom of the screen, levels up the longer it carries the bomb (damage resistances, health regen, crits)
  85. > Money Active In world hud indicator, changes color => money lost
  86. > Bonus isn't crucial to finish the map/round and doesn't affect loot, only important for 2 achievements
  87. > Using minmode in default hud hides wave number, use of a custom 'wavestatuspanel.res' is recommended
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