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Yup. read this for more infos.Also, what's with having to shell out money for EACH match you play in Mann Up?
My experience with MvM so far:My experience with MvM so far:
Joined a server where my fps drops to 5 while I'm alive
Joined a server where I was forced to spectate
Joined a server that crashed tf2
Don't wait in the queue, find a server with the server browser.My experience with MvM so far:
Joined no servers while waiting
Joined no servers while waiting
Joined no servers while waiting
Joined no servers while waiting
Waiting for last 2 mins in queue now.
The hell is evolve? Are we pokemons?Ahem... Gentlemen, find 5 Friends, get everyone on evolve, then host a LAN game. Me, Nuron and some other friends played last night without a hitch.
Well, it's quite clear we were doing SOMETHING wrong. I'm ready to give it another go.Mann up mode is SO DIFFICULT! Me and some other T9kers tackled Mann Up Mode and we barely made it to wave 3 before getting flattened -_-
Well, it's quite clear we were doing SOMETHING wrong. I'm ready to give it another go.
As I was dead, I watched Konflakes getting humped by a spy disguised as himself, while Konflakes was mowing down bots. After 10 seconds of complete boredom of humping Konflakes, he was backstabbed...Other important information!
Teleporters can go both ways. This is really useful on maps where there's tanks or giants, because you can run backwards and forwards across the map.
Engies are indispensable. Sentries can take half a tank's health away in 5 seconds. However, Engies are more useful because they have Dispensers. Dispensers are incredibly important. Running out of ammo is really easy in MvM, and having a constant ammo (and health) source is vital.
Medics should use Kritzkriegs. They allow for overheal, charge quickly, and the crits are very useful against giants or tanks. My friends and I found that a good tactic to employ is to build charge in the (massive) setup time, and deploy it on a Demo (still in setup time) so he can place a field of fully critical stickies right where the robots land.
Scouts are OP; they respawn instantly and can collect a lot of cash really quickly. However, they lack the stopping power to fight anything. Mad Milk is useful, though.
Soldiers are really good, full stop. They should use Buff Banners. You'll be able to fill up the meter several times a wave, and the minicrits are useful. Additionally, an upgraded Buff Banner has no range, so that once deployed, everyone on your team gets buffed.
Demos are totally needed. They are, perhaps, the single most damaging class in MvM.
Heavies are rather useless, however. I found them to not be that useful.
Snipers and Spies, similarly, are pretty rubbish. Although Jarate has a prolonged effect, and Spies can sap robots, they're too weak; too situational to have any benefit.
Also, one thing I noticed is that robot Spies are really buggy. They'll often just stand still in one spot, and do weird shit.
6How many tickets does it take to get to the end of a Tour of Duty?
Heavy is actually useful if you can get the penetration upgrades, they can mow down a lot of robots. Though they aren't too helpful for giant robots.Other important information!
Teleporters can go both ways. This is really useful on maps where there's tanks or giants, because you can run backwards and forwards across the map.
Engies are indispensable. Sentries can take half a tank's health away in 5 seconds. However, Engies are more useful because they have Dispensers. Dispensers are incredibly important. Running out of ammo is really easy in MvM, and having a constant ammo (and health) source is vital.
Medics should use Kritzkriegs. They allow for overheal, charge quickly, and the crits are very useful against giants or tanks. My friends and I found that a good tactic to employ is to build charge in the (massive) setup time, and deploy it on a Demo (still in setup time) so he can place a field of fully critical stickies right where the robots land.
Scouts are OP; they respawn instantly and can collect a lot of cash really quickly. However, they lack the stopping power to fight anything. Mad Milk is useful, though.
Soldiers are really good, full stop. They should use Buff Banners. You'll be able to fill up the meter several times a wave, and the minicrits are useful. Additionally, an upgraded Buff Banner has no range, so that once deployed, everyone on your team gets buffed.
Demos are totally needed. They are, perhaps, the single most damaging class in MvM.
Heavies are rather useless, however. I found them to not be that useful.
Snipers and Spies, similarly, are pretty rubbish. Although Jarate has a prolonged effect, and Spies can sap robots, they're too weak; too situational to have any benefit.
Also, one thing I noticed is that robot Spies are really buggy. They'll often just stand still in one spot, and do weird shit.