Mannslaughter (mission)
| Mannslaughter | |
|---|---|
| Basic Information | |
| Name: | Mannslaughter |
|
File name: |
mvm_mannworks_expert1.pop
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| Developer(s): | Valve |
| Map: | Mannworks |
| Mission type: | Invasion |
| Waves: | 5 |
| Difficulty: | Expert |
| Starting credits: | 400 |
| Maximum possible credits: | 5350 |
| Minimum respawn wave time: | 7 |
| Maximum respawn wave time: | Unknown |
| Fixed respawn time: | No |
| Tour: | Operation Gear Grinder |
| Sentry Buster spawn time: | 0 seconds |
| Sentry Buster respawn time: | 30 seconds |
Mannslaughter is an expert invasion mission available on the Mannworks map. It features many Giant robots, Tanks, or otherwise high health/damage robots.
Waves
Basic Strategy
Mannslaughter can be one of the more difficult missions if not approached with the right strategy. A good setup for this mission is to have 4 Heavies, 1 Scout, and 1 Engineer (or 3 Heavies and a Demoman or Sniper), with one person (usually a Heavy) occasionally switching to Pyro.
The first wave, with 28 Steel Gauntlets and 7 Giant Demomen, requires a team with high DPS to efficiently cleear. Even unupgraded, a Minigun is, outside of backstabs, one of the best way to defeat the Steel Gauntlets. If they reach the second buff stage while carrying the bomb, they become even more difficult to defeat. Keep an eye on the Sydney Sniper robots, as their Jarate debuff makes any class much more fragile.
The second wave pits the mercenaries against huge swarms of Crit-boosted melee Scout robots. A well-placed Sentry Gun quickly takes care of them. Giant Charged Soldiers come in later with Quick-Fix Medics healing more melee Scouts. Buying Crit resistance and/or Destroy Projectile upgrades is recommended.
The third wave tests the team's ability to multitask. It begins with three pairs of Super Scouts coming from both entrances; bodyblocking, Rocket Specialist, or slowing down with a throwable prevents the Super Scouts from overwhelming the team. The second part is much trickier: it mixes up Tanks, Super Scouts, and small support of Soldiers and Pyros. A Pyro equipped with the Phlogistinator or the Dragon's Fury can destroy the Tanks alone, allowing the rest of the team to focus on the robots. The last part includes eight Giant Heavies, each healed by three Über Medics, all supported by small groups of melee Scouts. If the bomb gets far away from the front, the Engineer a Sentry Gun staying with the bomb prevents a Scout robot from grabbing it and capturing it. The team's Medic killer should focus on taking out the Giant Heavies' Über Medics. A Scout or Spy can then harass the Giant Heavies and allow their team to take them down.
The fourth wave introduces the Deflector Heavy, which destroys projectiles such as rockets and grenades, much like its Giant counterpart. Attacking from the sides or from behind is recommended for projectile-based classes.
Similarly to the first wave, the final wave includes Sydney Sniper robots and brings in more Deflector Heavies. Have a Medic killer handle the Über Medics attached to the Rapid Fire Soldiers. Destroying the four Tanks requires full contribution from the whole team. Consider having the Scout change to a dedicated anti-Tank class, such as a Pyro or Soldier, or focus heavily on damage upgrades and the Crit-a-Cola.
Update history
- Added Mannslaughter to the game.
- Corrected the respawn time for the Mannslaughter mission
Unused content
- According to unused code, a Jarate Thrower robot template would have been used for the mission but this was never implemented.
Bugs
- In wave 4 of this mission, the wave display infobox incorrectly lists the number of Über Medics as being 13 when there are 15 Über Medics in the wave.
See also
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