1. Post #241
    NiceHotCupOfBro's Avatar
    December 2009
    628 Posts
    As a soldier, I usually pack either The Original or the Direct Hit, Buff Banner, and either the stock shovel or the Escape Plan depending on whether a tank is coming the next wave. First thing I do is try to max out buff banner duration and rocket launcher damage, so I can refill banner energy faster and have it last longer. Then I usually go for rate of fire and reload speed upgrades.

    As a Pyro, I usually do Phlog, shotgun and the regular fire axe. Max out Phlogistinator's damage, ammo capacity, and try to upgrade the Health on Kill stat too. When I feel like I've upgraded those enough, I go for movement speed and afterburn damage. The Pyro becomes a walking WMD with this, I've experienced.

  2. Post #242
    LPG55's Avatar
    August 2011
    226 Posts
    Just found a team with decent player and we finished both decoy mission on Mann up.

    The first thing you need is decent players (it's kind of sad but it's true).

    We had:

    - A krits medic with kritz canteen: considering you get 3 tanks on some wave with multiple giant heavy/demo, the dps is kind of important if you don't want to watch them laught at your attack. Also crit traps before each round are needed to get rid of the first tank/heavy: a trap of 14 crit stickie without damage upgrade can take like 4000 hp on a heavy, and a good chunk of the tank's hp.

    - A scottish resistance demo (me). My role was to burst huge damage on tank/giant heavies: first upgrading the reload speed + attack speed (kind of cheap, and really important to keep spamming stickie carpet between uber). Then damage and magazine size: the medic would uber me, resuling in a rain of 24 crit stickies that could be quickly reloaded. Kritz canteen also are a must have in case of emmergency giant.

    - A second demo with normal stickie launcher: he upgraded his damage and resistance, he was more polyvalent than me but could do less spike damage (don't think the nomal stickie launcher's magazine is upgradable).

    - A heavy with normal minigun. The second spike damage dealer, he was getting ubers on more general ennemies or less resistant giant (like demo/pyro). Also good when demoknights start spawning everywhere. He was using uber canteen to compensate the fact that he is an easy target for all giant.

    - An engie on top of the house in front of the hallway, wrangling tank/boss/ennemies that try to sneak on us (the mitten heavies act like spies) and a 2 way tp for when he has to get back to the base. He was also really good at dealling with sentry buster by moving his stuff at the right time and quickly rebuilding.

    - A dead ringer spy for cash collecting, helping damage giants, sapping sentry buster/crow of robots and getting snipers. I did not see him a lot, but everytime we needed him he was here.


    I don't think a sniper/scout can be usefull in mann up mode, they just don't have enought dps compared to heavy/demo.
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  3. Post #243
    Gold Member
    Kowalski's Avatar
    July 2007
    1,874 Posts
    Never beat a game in Mann Up Mode, all my team is leaving before the end... That suck so much.
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  4. Post #244
    Justjake274's Avatar
    June 2010
    1,052 Posts
    When in doubt, engi it out. For the busters that come runnin', get minigunnin'.
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  5. Post #245
    Gold Member
    Rammaster's Avatar
    August 2008
    5,478 Posts
    I haven't tried being a Demknight in Mann UP mode but it was pretty good during Normal mode with the Zatoichi and 2+ seconds of Kritz

  6. Post #246
    I'll donate $1,000 to a site that's based around chance but not $1 to a site that provides a community service :C
    yellowoboe's Avatar
    February 2007
    33,055 Posts
    Sentrybusters are pretty easy to deal with most of the time.
    Pick up your stuff. Run next to it and it'll arm.
    Then you just walk away and put the sentry where you had it.
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  7. Post #247
    NiceHotCupOfBro's Avatar
    December 2009
    628 Posts
    Sentrybusters are pretty easy to deal with most of the time.
    Pick up your stuff. Run next to it and it'll arm.
    Then you just walk away and put the sentry where you had it.
    And if all else fails, pyros can pretty easily deal with them, especially with crits.

  8. Post #248
    Gold Member
    papaya's Avatar
    June 2010
    6,820 Posts
    I don't think a sniper/scout can be usefull in mann up mode, they just don't have enought dps compared to heavy/demo.
    Scout isn't exactly useless, unless you need raw DPS to clear a wave

    Mad Milk and Sandman can be seriously useful for taking down large bots

    Upgraded FaNs can also completely decimate any single bot

    Basically, Scout excels at what he does best in PVP - killing lone targets. He also has the ability to slow groups of enemies and direct minicrits at super bots. Yes, having a second demo is probably better but scouts can basically do the dirty jobs for their teammates.

    Also Marked for Death sandman upgrade and buff banner soldier = perma-minicrits. Bitches love minicrits.


    In order of importance, IMO:

    There are the needed three - The defensive classes;
    Engie (Given - No engie, 99% chance you're not winning)
    Heavy (Vital for DPS)
    Demo focusing on laying sticky traps (Makes short work of most situations)

    Then there are the 'Useful Twoful' always worth having on a team but never truly vital;
    Medic (Though not needed, certainly useful on some maps)
    Soldier (All rounder, minicrit buff and mad dps ahoy. About as useful as medic, always worth having one)

    Then there's the 'Wildcards' - Classes that are useful in their own right. At least one of these on every team, most likely.
    Pyro (Phlog pyros tear through whole waves of enemies like a hot knife through butter. Airblasting is not needed but damn is it useful)
    Scout (Dosh dosh dosh also reasons above. Swift, too.)
    Spy (Sapping things is useful, backstabbing things is useful, against clusters of enemies? Eh, he can sap them but unless you do the 5 spy 1 sniper 'strategy' posted earlier, Spy can do nothing vs swarms of enemies. Still worth having on a team)
    Sniper (I'm wondering if the Machina would work - or jarate but no, no no sniper is useless)

  9. Post #249
    Voted WORST Gold Member 2012
    Killuah's Avatar
    August 2005
    15,328 Posts
    I have tried 3 different rounds of Mann Up now and still couldn't finish one. I was very close with NearElite in the team but eventually we tried the last wave 6 times and all the faggots left.

    Edited:

    I found soldier to be the most useless. An additional heavy is so much more useful instead.

  10. Post #250
    Drury's Avatar
    April 2011
    8,127 Posts
    Spy (Sapping things is useful, backstabbing things is useful, against clusters of enemies? Eh, he can sap them but unless you do the 5 spy 1 sniper 'strategy' posted earlier, Spy can do nothing vs swarms of enemies. Still worth having on a team)
    Hey, upgrading your sapper should be like the first thing you do.

    You can disable a whole cluster at once and then backstab them one by one. There's even this achievement for sapping 10 robots at once. Not really a hard one.

    Coming up to the next thing you should upgrade, attack speed on knife, so you can backstab a whole cluster in a matter of seconds without the need of sapping it first.

    And to impress people who think you're useless against clusters, of course.

    Where spy is quite useless, tanks. You can't do anything against tanks, so if they have like 3 of them, you might end up being more useless than, say, the pyro, who's quite able to kill both robots and tanks.

    And giants, sort of. Sappers slow them down, but like they're not already slow enough. Mad Milk and Jarate help out your team at least, sappers don't do anything. Armor Penetrating backstabs are powerful, but not lethal, sadly, so it takes a lot of effort to take them down even to the spy.
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  11. Post #251
    Gold Member
    GamerKiwi's Avatar
    November 2006
    5,019 Posts
    Also, if you're a scout, it's your goddamn job to pick up dosh! Seriously, the team gets a $100 bonus for collecting all money in a round. It's important!
    It gives you health too, as long as there are plenty of kills being gotten, I can usually keep myself at a nice 300+ hp from cash alone.
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  12. Post #252
    TectoImprov's Avatar
    July 2012
    5,003 Posts
    I use the remaining amount of my credits on the last wave on instant respawn. Since I won't be needing them anyway.
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  13. Post #253
    BobIsCrappy's Avatar
    April 2007
    259 Posts
    Has anyone tried the baby-faced blaster? I just want to combine it with a speed upgrade so I can be sanic.
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  14. Post #254
    Marik Bentusi's Avatar
    June 2010
    6,256 Posts
    MvM was hard in the beginning, but by now even the hard difficulty only gives us a pain in the butt on occasion. Not played with friends with mics, not playing with pubbers either, just some regulars. It's getting tough once one or two guys go for a fun build like demoknight, but otherwise a bit of concentration and smart canteens win the game.

    It's a big help if you got a Kritz Medic and a ScoRes Demo, especially against Tanks and Medic support.

    Engies are really helpful in the beginning because of the Dispensers, but like Medics they grow somewhat less effective over time because health and ammo become less of a problem. Of course, Kritz/Ubercharges and wrangled lvl3s still have their spot.

    I know the community will eventually mod the difficulty, but I hope Valve introduces a higher difficulty level. As players we've already got a gentleman's agreement not to do too much crowd control like blasting bots back with stickies or into pits or across fences from where they need to take the long way up again. It just makes things too easy because bots have no defense mechanism for these things, it's almost an exploit. Exception is the Pyro of course, because that's his real job when he isn't frying the Tank.

    Sentry Busters eat a LOT of bullets by the way, it's often better to learn how to save your sentry at the last second rather than fighting them. In the later waves where the Sentry eats more ammo, the Dispenser becomes more important to the Engie and less important to team mates, who on the other hand now have enough resources to take down the Busters. So it makes more sense to shoot down Sentry Busters in the later waves.

  15. Post #255
    BobIsCrappy's Avatar
    April 2007
    259 Posts
    MvM was hard in the beginning, but by now even the hard difficulty only gives us a pain in the butt on occasion. Not played with friends with mics, not playing with pubbers either, just some regulars. It's getting tough once one or two guys go for a fun build like demoknight, but otherwise a bit of concentration and smart canteens win the game.

    It's a big help if you got a Kritz Medic and a ScoRes Demo, especially against Tanks and Medic support.

    Engies are really helpful in the beginning because of the Dispensers, but like Medics they grow somewhat less effective over time because health and ammo become less of a problem. Of course, Kritz/Ubercharges and wrangled lvl3s still have their spot.

    I know the community will eventually mod the difficulty, but I hope Valve introduces a higher difficulty level. As players we've already got a gentleman's agreement not to do too much crowd control like blasting bots back with stickies or into pits or across fences from where they need to take the long way up again. It just makes things too easy because bots have no defense mechanism for these things, it's almost an exploit. Exception is the Pyro of course, because that's his real job when he isn't frying the Tank.

    Sentry Busters eat a LOT of bullets by the way, it's often better to learn how to save your sentry at the last second rather than fighting them. In the later waves where the Sentry eats more ammo, the Dispenser becomes more important to the Engie and less important to team mates, who on the other hand now have enough resources to take down the Busters. So it makes more sense to shoot down Sentry Busters in the later waves.
    Wat. The vast majority of the playerbase can't even beat a mission on Mann Up - it's difficult enough as it is.
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  16. Post #256
    Gold Member
    Tasty Sub's Avatar
    January 2011
    142 Posts
    Just won my first Mann Up game on Mannworks.

    -Pyro (Me)
    -2 Engineers
    -Heavy
    -Soldier
    -Sniper

    Overall rating of B. And we only failed twice; our first tries one waves 6 and 7 respectively. I can hardly wait for the Servers to go back up so I get my badge.

  17. Post #257
    Gold Member
    SGTNAPALM's Avatar
    October 2007
    22,169 Posts
    It may go without saying, but if you're Medic and the tank is on the field and there's nobody left to heal, just run up to it point blank and fire syringe gun needles into it. Even with no upgrades, the syringe gun is extremely powerful, especially if you roll random crits.

    Edited:

    In order of importance, IMO:

    There are the needed three - The defensive classes;
    Engie (Given - No engie, 99% chance you're not winning)
    Heavy (Vital for DPS)
    Demo focusing on laying sticky traps (Makes short work of most situations)
    Our little team beat a couple of missions with me as Medic, two Heavies, a Pyro, a Scout, and a Soldier. Engie is helpful, but if he doesn't know what he's doing, (e.g. "Ugh, I never go Engie but I guess I'll do it anyway,") I feel like the team would be better off he go as a class he's better at. The Scout in this example used to go Engie and we got our asses kicked, when he went Scout he was extremely effective and his skills managed to collect every credit on the map, being a massive boon to the team as a whole. (Except for the last wave, where we somehow missed 5 credits.)
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  18. Post #258
    Gold Member
    papaya's Avatar
    June 2010
    6,820 Posts
    Our little team beat a couple of missions with me as Medic, two Heavies, a Pyro, a Scout, and a Soldier. Engie is helpful, but if he doesn't know what he's doing, (e.g. "Ugh, I never go Engie but I guess I'll do it anyway,") I feel like the team would be better off he go as a class he's better at. The Scout in this example used to go Engie and we got our asses kicked, when he went Scout he was extremely effective and his skills managed to collect every credit on the map, being a massive boon to the team as a whole. (Except for the last wave, where we somehow missed 5 credits.)
    Hence why I said 99%. It's possible, just really tricky. You just need something to dish out heavy DPS. Though you have 2 heavies, a pyro, scout (who you say was extremely effective) and soldier, who all specialise in doing lots of damage. Really, if that second heavy had been, say, something like another soldier or a demo, I doubt it would have been as effective. The heavy almost made up for the lack of a level 3 sentry
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  19. Post #259
    Uesrname's Avatar
    November 2011
    3,164 Posts
    Scout.

    Pan.

    Max movement speed and all pan attributes.

    CLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANG
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  20. Post #260
    Gold Member
    SGTNAPALM's Avatar
    October 2007
    22,169 Posts
    Hence why I said 99%. It's possible, just really tricky. You just need something to dish out heavy DPS. Though you have 2 heavies, a pyro, scout (who you say was extremely effective) and soldier, who all specialise in doing lots of damage. Really, if that second heavy had been, say, something like another soldier or a demo, I doubt it would have been as effective. The heavy almost made up for the lack of a level 3 sentry
    It was mostly the Pyro who was dealing most of the damage. I kept him and the Scout alive right at the spawning gates, popping occasional ubers. The two Heavies were useful, but most of the time they played backup. I feel like a Demo carpetbombing the area would be excellent support as well. The Soldier's main job wasn't even on the front lines, he was responsible for Snipers, Spies, and whatever Scouts managed to sneak through the line.

    Edited:

    I know the community will eventually mod the difficulty, but I hope Valve introduces a higher difficulty level. As players we've already got a gentleman's agreement not to do too much crowd control like blasting bots back with stickies or into pits or across fences from where they need to take the long way up again. It just makes things too easy because bots have no defense mechanism for these things, it's almost an exploit. Exception is the Pyro of course, because that's his real job when he isn't frying the Tank.
    One thing that annoys me is that people claim that Mann Up mode is more difficult than standard MvM gameplay. If this is true, what happens to us if we just want a challenge? I don't want a damned hat, I just want to play the game.
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  21. Post #261
    C4rnage's Avatar
    November 2009
    2,500 Posts
    Huntsman is surprisingly viable in this mode you just got to upgrade your jarate all the way to help your team out the most. On the huntsman upgrade rate of fire all the way then pierce targets and then headshot damage or damage overall.
    i noticed there is a 'bug' on huntsman reload speed upgrade, it reloads faster but you still have to wait the normal draw time to get full speed on arrow

  22. Post #262
    ryfry99's Avatar
    February 2009
    3,149 Posts
    i noticed there is a 'bug' on huntsman reload speed upgrade, it reloads faster but you still have to wait the normal draw time to get full speed on arrow
    Really? I felt like I was shooting a fully charged arrow every 1.5-2 seconds. Was this from playing today? Last night it seemed fine.

    edit:also sniper isn't as bad as you guys are making him out to be. He's just more of a utility class like the scout since he has the jarate but is also able to do massive damage to giants and thin the herd before they get to close.

  23. Post #263
    Gold Member
    JustGman's Avatar
    December 2005
    6,058 Posts
    How well does the Beggar's Bazooka perform if you get all the ammo upgrades? I know if you upgrade clip size you can load more rockets but that's about all the experimenting I did with it.

  24. Post #264
    Gekkosan's Avatar
    October 2010
    5,668 Posts
    TF2 co-op robot onslaught.
    Tactics.

  25. Post #265
    samuel2213's Avatar
    May 2011
    2,466 Posts
    Really? I felt like I was shooting a fully charged arrow every 1.5-2 seconds. Was this from playing today? Last night it seemed fine.

    edit:also sniper isn't as bad as you guys are making him out to be. He's just more of a utility class like the scout since he has the jarate but is also able to do massive damage to giants and thin the herd before they get to close.
    Don't forget that sniper also gets a mobile minigun if you upgrade the smg.

  26. Post #266
    Gold Member
    SlickBlade's Avatar
    July 2009
    4,980 Posts
    addcond 5
    addcond 11
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  27. Post #267
    AbrahamLincoln's Avatar
    May 2009
    358 Posts
    How well does the Beggar's Bazooka perform if you get all the ammo upgrades? I know if you upgrade clip size you can load more rockets but that's about all the experimenting I did with it.
    I think max capacity upgrade is about 50 rockets. Big ammo boxes refill all of them, which is wonderful since you can't get ammo from dispensers. Max clip upgrade is 10 (or maybe 11 I dunno) rockets loaded. With maxed out upgrades, it turns into a rocket minigun and I love it.

  28. Post #268
    Pyrosexual Member (I vigorously masturbate to flames)
    Zadrave's Avatar
    March 2011
    9,868 Posts
    Scout's pretty damn crucial for A+s and Mad milk. The Mad Milk even without the slowdown buff saves lives from giants, every game I've won was with a Mad Milk/Sandman Scout. Not to mention he is a money magnet.

  29. Post #269
    Gold Member
    Nidhogg's Avatar
    November 2009
    3,834 Posts
    Being an Engineer and a Heavy are probably my favorite classes to play MvM, and they also work very well together, too.

    Heavy can get the upgrade to block incoming projectiles to protect Engie's buildings, making everything so much easier, not to mention never having to worry about depleting ammo when sitting by a dispenser. Having a cit boost canteen is also very useful when you're trying to take out a tank or a huge swarm as quickly as possible, or if you're trying to take out a Sentry Buster before it gets to the Engie. Another useful thing is to use Huo-Long Heater to protect the engie's buildings so those robot spies don't try to sap his stuff.

  30. Post #270
    Gold Member
    Memobot's Avatar
    July 2006
    4,574 Posts
    Just completed a Mann Up mission!
    Got my badge, but shame you don't get one of the new miscs. It's a random drop when you win.

  31. Post #271
    BFG9000's Avatar
    April 2011
    4,827 Posts
    Spy
    run in front of a group of enemy robots
    watch them approach you
    disguise
    "LOL DON"T WORRTY GAIZ HES ONE OF US"
    Backstab
    Repeat
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  32. Post #272
    Gold Member
    Neurologics's Avatar
    June 2012
    402 Posts
    Wat. The vast majority of the playerbase can't even beat a mission on Mann Up - it's difficult enough as it is.
    The endurance mode mission seems to be hell for me whenever I get a chance to join it.

  33. Post #273
    Gold Member
    =DarkStar='s Avatar
    August 2010
    8,977 Posts
    Fully charged shot from Hunstman with all the damage upgrade hits for 850 per headshot.

    Add explosive headshots and you can take down giants in less that 5 arrows.
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  34. Post #274
    Gold Member
    NapyDaWise's Avatar
    January 2011
    1,834 Posts
    Oh man just tested the bison. Never switching again.

    Fully upgraded at wave 3, become unkillable with the +100 HP overheal on kill, dat reload speed...

    Just awesome.
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  35. Post #275
    SL128's Avatar
    December 2010
    654 Posts
    So the Chargin' Targe gives you +40% explosive resistance, and +50% fire resistance. Adding to those makes you near unkillable from said sources. You'll never get 100% protection, even if you boost over 100 though.

  36. Post #276
    Hobo Jesus's Avatar
    May 2011
    214 Posts
    Demoknight with a Half-Zatoichi and Chargin' Targe is so great, especially after you get +2 second crits after kill. Rush in and get one kill and you'll be unstoppable against the rest

  37. Post #277
    LolzMan1325's Avatar
    February 2009
    1,034 Posts
    So far, I've played the soldier, pyro, demo, engineer, and heavy. Out of which I find the explosive classes to be most useful to me. For soldier, I usually go with damage and reload speed upgrades for the rocket launcher, along with the occasional full crit canteen. Sort-of the same thing for the demoman, only with the sticky launcher. I should really stop using the ScoRes, I mean I know it can have more stickies out at once, but if you're trying at anything last-minute, you're screwed; and I'm telling you that from experience.

  38. Post #278
    BobIsCrappy's Avatar
    April 2007
    259 Posts
    Just beat a game of Mann Up using the following setup:

    1x Engy
    1x Heavy
    1x Demo
    1x Scout
    1x Soldier
    1x Pyro (Could've been anything else)

    We only lost once. :D Half the team was pubbers too.

  39. Post #279
    Nitro836's Avatar
    June 2010
    5,596 Posts
    Scattergun + High Damage + Fire Rate + Clip Capacity + Few Reload Upgrades = Dead preoccupied opponents.
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  40. Post #280
    Gold Member
    Volgan's Avatar
    February 2007
    459 Posts
    I finally did a Mann Up last night. It was amazing.
    2 Engineers, 1 Soldier, 1 Pyro, 1 Demoman and 1 Medic.

    The group was awesome, everyone just worked really well together. Quite odd, considering no one knew each other. We all added each other when we finished, for future games.
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