Tell me more ×
Arqade is a question and answer site for passionate videogamers on all platforms. It's 100% free, no registration required.

Having played a few rounds of MvM with a Heavy, I decided to try out some of the other classes. Reading that Snipers can charge up the headshot and take out the bigger guys, I think - what the heck, I'll give it a try.

Shortly after joining the server, I was... "politely", shall we say... informed that snipers were not useful. (I'll let everyone fill in the rest of the comment).

What are the useful classes in MvM mode, and what should they be doing?

share|improve this question
1  
Snipers are useful in MvM, but their main purpose should be throwing Jarate on everything as often as possible, not actually sniping. – Dan C Sep 25 '12 at 16:49
@DanC I agree with throwing Jarate, but disagree with not sniping. Snipers are useful at dealing heavy damage by headshots to the Giant Robots. – galacticninja Sep 28 '12 at 8:22

4 Answers

up vote 11 down vote accepted

In short:

Scouts:

  • Pick up money. They have a huge pickup radius. No money means no upgrades and you can't win without those.
  • PICK UP THE MONEY
  • Eliminate pesky snipers, spies, etc. in hard to reach areas.
  • Throw milk to slow groups (with upgrades).
  • Use the fan of war or upgraded sandman to mark giants.

Soldier

  • Damage waves of enemies and attack the tank. Kritz is useful here.
  • Can rocket jump to move quickly and reach pesky enemies (snipers, spies, scouts with the bomb).
  • Buff Banner to give everyone mini-crits.

Pyro

  • Damage waves of enemies. Kritz is very useful here.
  • Attack the tank with the Phlog. Ammo refills are very useful here
  • Specifically ignite enemies and run away, letting afterburn do a lot of damage to enemies (especially fast scouts).
  • Airblast the bomb carrier and juggle ubers. Airblasts can buy more time if the bomb carrier is on the hatch. It can also blow the bomb carrier off of bridges or into holes, either delaying the bomb or forcing a reset.
  • Generally as front line attacker, they can also pick up money.
  • Spy checks.

Demoman

  • Set sticky traps. Combine this with a before round kritz to lay effective traps for tank, groups of medics, giants, etc. You'll use your sticky launcher more than your pipe launcher generally.
  • Damage waves of enemies and attack the tank. Kritz is very useful here
  • Sticky jump to move around and clear out snipers, spies, bomb carriers, etc.

Heavy

  • Your main attacker. The heavy shoots down waves of enemies and damages the tank and giants. Give him kritz and ammo.
  • Give your sandvich to a teammate.

Engineer

  • Set up Sentry Guns. Sentries, like the heavy, are your main damage dealing to enemies. Keep it alive. Watch for sentry busters!
  • Set up Dispensers. Generally left by the Heavy and the Engineer picks up their own metal. It also heals hurt teammates near the front lines.
  • Set up Teleporters. After death, teleporters save valuable time that would be wasted walking.

Medic

  • Heal and keeps the team alive. Duh..
  • Kritz/Uber (from medigun or shared canteens upgrade) to mow down the enemy. Kritz the heavy or pyro for tanks. Kritz a demo before the round to lay crit sticky traps.

Sniper

  • Headshot giants for extra damage. Combine with explosive headshots to clear groups of robots.
  • Throw Jarate to give more damage to giants or waves of enemies. Will slow if the upgrade is chosen for it.
  • Sydney Sleeper gives jarate effect to giants and other enemies.
  • Counter snipe other snipers.

Spy

  • Sap waves of enemies. The sap also reduces giant's armor and speed. This is very important for waves with giants and uber medics.
  • Stab groups of enemies, especially sapped ones or medics.
  • With upgrades, stab giants for high damage.
  • Pick up money. As a front line attacker with a disguise the spy can easily pick up money.
  • Go after pesky snipers.

A general setup is an engineer, 2 heavy's, soldier/demo, scout and pyro. This is flexible but the most common and successful setup I've seen. Generally Snipers aren't favored. Map selection and current wave lineup can favor or handicap other classes like pyro, spy, sniper, etc.

This is all from my general experience in playing. There is more I'm sure I'm missing which I'll add later. Keep in mind everyone plays the classes a little different: Some scouts like to use Bonk, some soldiers like to use the concherer, etc.

share|improve this answer
As a demoman, I've been using the auto-detonate of stickies to hurt robots. I lay down 8 stickies in a choke point, and then keep shooting stickies. Every new sticky will detonate the oldest sticky, and you can keep shooting stickies. This works really well with upgraded reload speed – Otherside Sep 28 '12 at 9:05

The Engineer is very effective if you have the item that allows you to control your sentry gun (Wrangler). I usually play as a Scout because they has no respawn time (they spawn just after dying). They don't have that much firepower and that sucks.

share|improve this answer

The balance of classes is certainly skewed a bit in MvM, but I wouldn't say that any class is useless. Certainly some classes are more useful than others though.

  • Strictly speaking, an Engineer is almost required outside the easy waves. Aside from the obvious using Sentries to thin the herd, upgraded players will probably be burning through ammo and need Dispensers to refill. Once their base is set up, Engineers should be divided between pestering robots with distant shotgun/pistol fire, restocking his Sentry, and dodging constant Sentry Busters.
  • With a good Dispenser spot, a Heavy gains basically infinite ammo and can bullet spam into the crowd. Only once a giant shows up is it likely for him to need to retreat.
  • Soldiers and Demomen should be putting as many explosives into the horde as possible, and like Heavies should be getting most of the manual work done.
  • In most cases you need a Scout to get the money, or you either won't have enough upgrades to win or die trying to pick it up as another class that wasn't already fighting at close range. Scoring mad cash is basically the Scout's main job, but they should also be smacking things with milk, baseballs, or war fans when not putting steelshots into things.
  • It's not hard to win without a Medic, but the money spent on Über and Kritz canteens can add up. Medics should generally always be running Kritz and charging Heavies, Soldiers, and Demos; though Über isn't a bad idea when it comes to protection from huge/dangerous waves, it's generally more important to blow things up quickly and the extra charge time can be a problem. Medics should also Kritz Demomen during setup to lay crit sticky traps, especially for Tanks. Otherwise, a Medic should simply try to stay out of harm's way and heal as many people as possible.
  • Spy is highly useful when played right - sap a crowd, backstab whoever got away, use the Dead Ringer when in trouble (robots are oblivious to decloak noise), and sap'n'stab giants until they spot you. Of course just like regular play an inefficient Spy is not much more useful than a dead one. Spies can also help get money if the Scout is away but he has better things to do.
  • Sniper is not a bad class once he starts getting upgraded, as piercing shots and faster charge can quickly down a big mob or a giant robot that can't fight back at range. Jarate is also a safe source of mini-crits to the team. But like the Spy, a Sniper needs to have enough skill (and computer power) (or arrows) to not be dead weight until then.
  • Pyro has problems in MvM; like the Scout he has to get inside to do anything, but unlike the Scout he doesn't have ludicrous overheal from cash pickup or high mobility. Still, the airblast is indispensible for backing up the bomb or dropping it into a pit and can put out burning allies, and once the flamethrower or the Pyro's resistances get upgraded he can do some pretty good work on the enemy swarm. Being in close range also makes the Pyro an okay cash-grabber. The most supporting class of the mode in my opinion.
share|improve this answer
I disagree on the Pyro point - invest in health per kill and burn time first, moving on to ammo and damage, and finally speed. Plus with the backburner you do minicrits from behind - which is useful on some maps more than others (depending on how easy it is for you to drop behind the wave – Robotnik Dec 13 '12 at 22:32

Pyros are extremely useful for killing the weaker enemies. If you have the backburner, you can run up behind them and kill big groups easily, because the backburner does mini crits from behind.

share|improve this answer

Your Answer

 
discard

By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.