![]() ![]() In the parts about playstyles, we will also speak about 5 kinds of upgrades : Either it vastly differs from more traditional playstyles, or it is still debated in the MvM community, or it is still under experimental use. The weapon or playstyle can be viable, but caution must be used. We won't speak about non-viable playstyles, so don't look for this image in the playstyle category. Some of these weapons CAN be viable when used by more experienced players, but they either need high experience in MvM or the weapon itself brings nothing to the player. The weapon is not viable or is a straight downgrade compared to other options. They can be used by anyone with basic MvM knowledge or above average-level players. The weapon or playstyle works and is viable in the majority of MvM. Medic is a specialist in this category.įor the guys that don't want to read or that might find explications too complicated to know if something works or not, I've set in place a simple image-based system : Support isn't truly needed but most of the classes can bring some. Your team will generally need a mix of both to be able to deal with the smaller robots and the Giants.Īnything else that helps but isn't needed, such as healing and damage boost, will be in the Support category, the most vast role of them all. Damages can be split between Crowd damage and Giant damage. The only reliable ammo source right now is the Engineer's dispenser.ĭealing damage to robot is THE most needed role, but since most of the classes can do that, it's not really hard to have players dealing damages. Soldier, Demoman and Heavy are good Semi-Tank busters, but Scout and Sniper also fit this category under a specific playstyle.Įven with only 6 players and ammo packs in the map, ammo will be a pretty big issue really fast without a reliable ammo source. Also note that any Semi-tank buster fighting a Tank will have troubles fulfilling their other roles, especially Money collecting and Medic picking. However, having more on Tank busting duty can cause the players fighting the robots to not have enough firepower with them to fight against the robots. Having two Semi-Tank busters is the best case scenario, but three can work too. ![]() Instead of having one Tank buster, teams can also have multiple Semi-tank buster, classes than can't take out a Tank by themselves, but can with other Semi-Tank busters. A Pyro or a Beggar Soldier can solo any Tank without too much trouble. Teams will generally have to assign one player on Tank busting to deal with them. Tanks are a major danger in any mission that contains them, since they have a large health pool and their own bomb. This role isn't needed in missions where there's no Uber Medics. A sticky-based Demoman or a Sniper are the two fitting this category. The Medic picker's role is to deal with them in a simple way : killing them all in one-shot (dealing more than 150 damages in one attack). Uber medics are a known threat for most of the teams, and dealing with them as fast as possible tends to be a necessity if you don't want to get pushed back by an Uberred Giant or any other robots. A team generally have one player dedicated to money collection, like a Scout or a Spy, but two money collectors can work. Money is an important part of MvM, as it allows you to upgrade and so get stronger. The guy(s) in charge of grabbing the money. It is not officially called that way, but high-level players came in agreement that, in your team, you need the following : I will also refer a lot to the Meta of roles, that is commonly used by high-level MvM players. Here, I will be speaking about everything that works when playing with average-level players, that knows how TF2 works and the basics of MvM. This is the goal of the all class runs, where all the players use the same class on a mission, and this for every classes on every missions. Any weapons and team composition can beat any mission if the players are experienced enough. It is true that, technically, anything can work in any mission in MvM.
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