Your MvM Loadouts.

Discussion in 'Team Fortress 2 Talk' started by grazr, Aug 18, 2012.

  1. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    I thought it would be worth sharing our favoured loadouts for MvM, mostly because i just creamed a session using the KGB and wanted to share it's OP-ness with the world.

    KGB > +4 Health slots on kill, + 4 attack speed and +3 run speed so you don't get kited.

    Once you get the first kill it's just 1 shotting anything except heavies and bosses, but usually you've racked up enough crit time to take down even boss bots in 5-6 hits.

    Another benefit is upgrading the attack speed is also great for spamming the tank without ammo. Not sure what the DPS works out as but it's pretty wicked with +4 attack speed and 5 seconds of personal crits.

    One more benefit is because it's melee you tend to just hoover up the money as well, most rounds we got credit bonuses for acquiring every credit.

    The only downside i see so far is it makes you weak against pyros which is mostly situational (1: if there are pyros at all and 2: if they aggro onto you), but the upgrades are so cheap for melee that eventually you can throw some points into your primary weapon by the third wave.
     
    Last edited: Aug 18, 2012
  2. GPuzzle

    GPuzzle L9: Fashionable Member

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    I just love a Huntsman with bleed effect, explosive headshot and buffed damage. With my normal Jarate (maybe slowdown buff or recharge buff) and a Bushwacka and I just got OP. I can throw a slow down extra-vulnerablity grenade, a full meele crit, or just a long-range-ultra-bleeding-time-extra-damage flying arrow. I've managed to wipe out a tank with this loadout.
     
  3. tyler

    aa tyler snail prince, master of a ruined tower

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    Mostly been playing Medic... it's a lot of fun, because for some reason players tend to protect me more, and the ability to upgrade the Medigun is really awesome. I tend to run Kritz and then Ubersaw/Needlegun, which is what I always run anyway, and it works really well. I upgrade Ubercharge build rate first, then worry about other stuff based on what my team seems to need, but it's rare that I'll ever upgrade anything other than the Kritz or my own move speed or health regen. Isn't worth it otherwise imo.

    Really interested in what spy players do... I try to max the sapper upgrades first but I don't know how useful that really is.
     
  4. Wilson

    aa Wilson Burial by Sleep

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    Brass Beast with maxium firing speed and bullet penetration, that is all you ever need as Heavy.
     
  5. ForbiddenDonut

    aa ForbiddenDonut

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    Very.

    I always upgrade the sapper 3/3 before doing anything else. After that, it's knife armor penetration, movement speed and the knife health return.

    Early rounds, a Spy player will want to focus on collecting the cash (unless the team also has a scout, but from experience it's generally not optimal to run both as they occupy similar roles) so the other team members don't have to risks their lives getting it.

    With the sapper, it's effective to sap the middle bot before proceeding to backstab. I would not advise trying to chain stab pyro or soldier groups - they can quickly cause a death if you're sloppy.

    Once the giants start coming out, the main role of the Spy shines: killing uber medics. Because the medics only utilize uber when they take damage, sapping them as they enter the playing field will allow a Spy to take out every single one before they even become a threat. At that point, the Spy can "play" with the giant (backstab + retreat/disguise + backstab). An armor penetration upgraded backstab will do a good 30-40% of the giant's health bar. With this strategy, on the final wave of Coal Town's second advanced difficulty, we never had to deal with a giant with medics up.

    The other task of a Spy is getting rid of those pesky snipers.

    When it comes to tanks, and there's nothing else up, it serves to just run an Enforcer and gun down the tank. Like Snipers, we're just not built to kill tanks. Demomen/heavies/soldiers do a much better job at it.

    On a related note, I got my Strange Botkiller Knife tonight :)
    [​IMG]
     
  6. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Yea, i ran spy once just to find out how it plays in MvM. Mostly i ended up ganking the bomb carrier to prevent the team getting any buffs. But i wasn't killing anywhere near as fast as a heavy so it seemed relative, but less flexible/durable. But then i never had the chance to upgrade the knife penetration as we only did 3 rounds before failing and the knife upgrade is 400 a pop.

    That's the medic loadout i was running also, Yyler. It was pretty fun but i'd usually have to throw in some blast resistance as sometimes i'd turn a corner and get hit by 20 rockets at once and fly out of the map. It's a bit easier to avoid that after the initial assault though as the soldier bots tend to spend most of their time reloading once and shooting and continuing that pattern.
     
  7. GPuzzle

    GPuzzle L9: Fashionable Member

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    I also played Engie a lot lately, and the most useful thing I''ll ever found is the extra disposable sentry+extra building health+maximum building upgrade. With two sentries, extra health, and an effective way to deal with those pesky Sentry Busters, you're fine as long someone keeps you alive.
     
  8. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    As heavy, ammo capacity, health on kill, health regen and shooting down projectiles makes you as close to immortal as you'll get. I usually roll with the "Recall to spawn" canister, since it's about the only way to beat megascouuts back. In a pinch, it can also be used to escape being mobbed, and at only ten credits you can get away with spamming it.

    As sniper, bleed does a lot for poor aim, particularly with the huntsman. Excellent on coaltown, as there's a lot of good sniping positions, and spamming the crowd is a viable tactic. Health regen on kill and firing rate boost work well with the cleaners carbine, since +25 hp and critboost works well as a backup weapon. I usually take critboost canisters, either to maximise the effect of spamming or to take out tanks. Carrying a respawn canister is always helpful.

    As soldier, I maximise health regen and spam. The shotgun is dead handy against scouts, and boosting its clip size can make you a lot more useful when you're out of rockets. A good rocketjump can be combined with a critboost, remember.

    Demoman with a sticky launcher is deadly. Upgrading reload time and clip size is probably best. Again, otherwise, health regen and spam.

    I've also played medic and pyro a bit, but not enough to be able to give opinions well.
     
  9. YM

    aa YM LVL100 YM

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    As medic: Kritz, overdose, statue (I'd rather have an ubersaw but I don't have one)
    The regular uber is the biggest pile of wank in this mode, it's totally and utterly useless compared with the kritz, I feel like such a lemon playing medic when TF2 decides not to give me my loadout
     
  10. GPuzzle

    GPuzzle L9: Fashionable Member

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    A lemon playing medic... Time to change my Steam name!
     
  11. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    Vanilla demo, max out reload speed and clip size
     
  12. Idolon

    aa Idolon the worst admin

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    I run Kritz/Needle/Amputator on medic; works pretty well. Default medigun isn't really that useful as in default play, since gameplay is more about shooting dudes than pushing forward. Also, since building ubers during a lull period is really fast, sticky-traps can be really effective at killing off the first wave.

    I haven't messed with loadouts on other classes much, but I've found bullet penetration on the Minigun is good to have.
     
  13. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Unfortunately that's not my experience of the destroy projectiles upgrade. Only ever seem to notice hitting 1 in 10 projectiles which is still more than enough to kill you unless you have a medic with an upgraded overheal (mega useful if you intend to pocket a heavy). Always seemed more prectical to dodge the rockets until they have to reload and spec an extra 600 points in resistances.

    I do agree with YM though, regular uber is even more useless than the quickfix in this mode.
     
  14. ForbiddenDonut

    aa ForbiddenDonut

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    Just as it is in the PvP game, playing a spy effectively follows the same line of thinking: it's more what you kill than how many you kill.

    That said, I don't always run Spy. If we have a scout and a sniper, that's really too much support already. In that case, I also play scout, engineer and demoman.

    The gameplay itself is pretty flexible. At first, I was rather skeptical of people coming in and playing the support classes, but it's now getting pretty easy to tell who knows their shit.
     
  15. Gus

    Gus L1: Registered

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    Played as a demoknight yesterday. It was super fun. Get +4 points in the splendid screen, and then attack speed with your eyelander or whatever. The nice thing is that there isn't much stuff to upgrade, so you have some spare points to spend in some buffs like fire resistance.
     
  16. ForbiddenDonut

    aa ForbiddenDonut

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    I watched STAR_ play demoknight. That stuff is insane.
     
  17. tyler

    aa tyler snail prince, master of a ruined tower

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  18. GPuzzle

    GPuzzle L9: Fashionable Member

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    I am scared more of demoknights now then ever, due to STAR_ video.
     
  19. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Wow, that's even more insane than the KGB i like to run. But i guess it would be if it has twice as many upgrades for the demoknight melee weapons.
     
  20. Prestige

    aa Prestige im not gay anymore

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    fan of war + mad milk + scattergun (might try shortystop)
    bazooka + buff banner + EQ (might try whip)

    rest of the classes are LAME-Os