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28

UPDATED for Two Cities! In short: Scouts: Pick up money. They have a huge pickup radius. No money means no upgrades and you can't win without those. Money picked up by scouts grants overheal with no cap. PICK UP THE MONEY Throw milk to slow groups (with upgrades). Use the Fan o` war or upgraded sandman to mark giants. Use the Force a Nature to push bomb ...


17

Found out some information here. Do I have to fork over 1$ every time I want to play this mode? It seems that you do need to buy a ticket each time you want to play in Mann Up Mode, however you do not need to pay to play Mann vs. Machine. What gives? How does Mann-Up mode work? Playing on the Valve servers in Mann Up mode is the same as playing on ...


15

Ok, I did some calculations for the sniper. First, let's consider rifles. There is always the basic version, and the fully upgraded version. We are talking about killing the tank, so upgraded means full damage, faster recharge and faster reload, as well as maximum ammo capacity. Since the damage is subject to some randomness, I averaged the lower and upper ...


12

Well both badp's answer and nrohwer's answer are very well detailed in DPS calculation, I'm simply going to list each class and a good overall strategy for each without taking into account dps calculation or specific weapons. So my answer is more of a basic "what to do to at least do something helpful" than actual "best circumstances with best weapons". ...


11

It's strictly a problem of maximizing your damage per second. For the record, tanks have between 18,000 and 60,000 hitpoints (see details here.) For most classes this normally means using as much of your primary weapon as possible on this bad boy. (I have honestly no idea about the role of a spy on the tank.) You probably already considered maximum damage ...


11

The health of Tanks is not fixed, it is based on the current mission and wave. This is defined within *.pop files in \tf\scripts\population. Mannworks Mission 1 Wave 2: 20,000 Wave 7: 22,500 x2 Mission 2 Wave 4: 18,000 x2 Wave 7: 18,000 x2, 20,000 x2 Mission 3 Wave 1: 18,000 x2 Wave 3: 20,000 x2 Coal Town Mission 1 Wave 3: 28,000 Wave 4: 30,000 ...


7

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 ...


7

The default control is Mouse3. This is your middle mouse button- clicking the mousewheel. If you want to change the control, it is listed as Special Attack on the controls menu.


6

make a cfg file for all 3 MvM maps: mvm_coaltown.cfg, mvm_decoy.cfg, mvm_mannworks.cfg use this format to force modes: tf_mvm_popfile "mvm_mannworks_ironman" variables: tf_mvm_popfile "mvm_mannworks" // Manouvers (invasion, easy) tf_mvm_popfile "mvm_mannworks_advanced" // Machine Massacre (invasion, normal) tf_mvm_popfile "...


6

I just did some calculations for the demoman. I left out the shields, because their hit damage is really low compared to other weapons and takes a long time to recharge. The guaranteed critical hits also don't help, because of the reachrge time. I did not consider the Ullapool Caber, because it is such low base damage that even the explosion hit will not ...


5

I just spent a while testing on a map where I happened to join right after round 5 with 3800 to spend. Soldier+Beggar's Bazooka: With full crits and full damage upgrades, 486 damage per hit Assuming perfect reflexes, 2.1112 seconds to load 10 shots (with full clip upgrades) and 0.1432 seconds to fire them (with full fire rate upgrades.) If you've got a medic ...


5

A modified version of Viaduct, claims the TF2 wiki. They're walking towards the point from below the sniper ledge at 0:40.


5

This is what people expect you to use, especially when you Mann Up: Scout Mad milk: when upgraded, slows enemy by 35% Fan O' War/Sandman: the enemy you last hit with this weapon will take minicrits (increased damage) for a while. (Note: the Sandman must be upgraded using 500 points to gain the minicrit effect, but is then much more useful as you can hit ...


5

To complete the tour, you need to complete all the missions in it. Completing the same mission repeatedly will not advance you further.


5

By default you can call a vote to change the mission difficulty, although this requires a majority to change. This option is called sv_vote_issue_mvm_challenge_allowed and should be set to 1 for this to work. If you wish to change via console command use tf_mvm_skill with 3 being normal and 5 being advanced2. Although this console command requires sv_cheats ...


5

There is no way to do so. When you join a Mann-Up server through either the server browser or through joining a friend's game, it is considered an ad-hoc connection. Mann-Up does not allow ad-hoc connections to be made regardless of whether or not you own a ticket, and in order to join a game you can only use the matchmaking system.


5

The canteen is equipped in the action slot, the same slot used for Spellbooks and the Dueling Mini-game. Then you should be able to use the canteen once it is filled by using the H key. Which is the action key. Pending your button layout it could also be the G key.


4

The meaning of an attribute number is dependent on the attribute. Some attributes use an additive value (so 0.1 is +10%, or 110%) while others use a multiplicative value (so 0.1 is 10%, or -90%). For the MvM .pop files specifically, it looks like they're mostly multiplicative, but quite a few are additive. Going over all the provided .pop files results in ...


4

The official wiki contains no mention of altered drop rates in Mann Up, or any other mode. The current item drop system uses time to determine when to drop an item at regular intervals between 30 and 70 minutes (50 minutes on average), generally after you die.


4

Note: I don't play a lot of MvM Sniper because I suck at Sniper... I mainly play Medic in MvM. In MvM, your target order is really going to be the same regardless of class. Giant Scouts AKA those annoying bastards who run past everyone carrying the bomb. Medics / Giant Medics (although let the Demo try to explode giant Medics first). Engineers (on maps ...


4

You can play as whatever class you want and switch at will between waves. After switching class you can refund the money spend on other classes to spend it on your new class. At the end of a level you will go back to the menu and chooses another map to play on meaning character wise you will start a fresh selecting a new class. MVM needs good team work and ...


3

No, it will not be used, as stated in the FAQ for TF2 MvM. Q: What if I complete a Mission that I have already completed on my Tour of Duty Badge? In this case, your Tour of Duty Ticket will not be consumed, and your Tour of Duty progress will not be updated. Squad Surplus Vouchers, however, will always be redeemed for items when a Mission is ...


3

The Strange wrench tracks both Kills with wrench and Sentry Kills. But, the item itself is only effected by Kills with the weapon, and the Sentry Kills are just tracked underneath it, much like Stange mediguns (not Kritzkreig) with their UberCharge being the main counter, and assists being the secondary counter. Moving on, you would need the strange part: ...


3

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.


3

From the TF2 wiki: Upgraded Sappers can disable robots in a radius and slow down giant robots to make them easier to destroy. It seems that sappers don't actually stop giant robots, just slow them down.


3

Crits and mini-crits do not stack in any form - that is, meeting multiple conditions to earn a crit or a mini-crit will not deal any more than regular critical damage. For example, the Frontier Justice's revenge crits do not deal any additional damage when the Engineer is ÜberCharged by the Medic using the Kritzkrieg, while attacking an enemy under the ...


3

Playing Sniper in Mann Vs. Machine A lot of people believe Sniper in MvM is not viable to replace a demoman or another high DPS crowd controlling class. A good sniper in MvM can easily outshine these other classes. As a Sniper you are a jack-of-all-trades. Supporting your team through mini-crits, slowing the enemies, taking out groups of enemies and ...


3

You can't do this with population files alone on a vanilla (unmodded) TF2 server. If you are open to hosting a dedicated server on a Linux machine, you can achieve this using sigsegv's SourceMod extensions. You will, of course, first need to install SourceMod. Then, you can use sigsegv's addcond syntax to do exactly what you want: TFBot { // ... ...


2

Backstabs are always crits, and crits do not stack in any way, so critboosts will not help deal extra damage to giant robots. To get more damage out of such backstabs you will need to upgrade your knife.


2

Do you need to call a vote from the console? If not, there is an easy way to call a vote from the UI. I do not know if it allows you to select custom maps or anything, but its worth a shot. From a game: it the 'escape' button to bring up the main menu. Then on the 'resume game' button there are a couple of sub-buttons. the 'checkmark'/'tick' is the call ...


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