Difference between revisions of "Disintegration (mission)"
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== Basic Strategies == | == Basic Strategies == | ||
| − | While the smaller amount of robots | + | While the smaller amount of robots compared to other missions makes it appear simple at first, it can still be a challenging mission. One of the biggest threats throughout this mission are the many Engineers that will come in for support. The small size of the map makes an Engineer robot's nest very powerful and able to deny large areas of the map. Starting with wave 3 and until the final wave, the Engineers are healed by Über Medics, making it even more difficult to kill them right away. Though the unhealed Engineers can be fairly easily dealt by most classes with should they be caught soon enough, a class capable of instantly killing the Medic or the Engineer are the best classes to deal with them, such as a [[Sniper]] or a [[Demoman]] with a stickytrap. A [[Soldier]], with his high mobility and high damage output, can dedicate himself to getting rid of the Engineers. |
| − | On the first wave, a well-placed Sentry and the damage from other players makes the hundred [[Killing Gloves of Boxing]] Heavies not as intimidating as their numbers may suggest. But be warned, they | + | On the first wave, a well-placed Sentry and the damage from other players makes the hundred [[Killing Gloves of Boxing]] Heavies not as intimidating as their numbers may suggest. But be warned, they spawn both at the top and at the bottom section of the map. Upgrading your mobility, such as Jump Height, can assist in getting around the map when collecting credits as [[Scout]]. |
| − | Bodyblocking strategies or slowing down the Super Scouts on the second wave is crucial to prevent them from slipping by, but also be wary of any Engineers as their Teleporters provide a very easy way for Super Scouts to get past the team and deploy the bomb. Make sure to also stay out of the range of the Giant Demoknights to take them down easily. The Tank has 18,000 HP and can be taken down quickly with focus fire, but having any | + | Bodyblocking strategies or slowing down the Super Scouts on the second wave is crucial to prevent them from slipping by, but also be wary of any Engineers as their Teleporters provide a very easy way for Super Scouts to get past the team and deploy the bomb. Make sure to also stay out of the range of the Giant Demoknights to take them down easily. The Tank has 18,000 HP and can be taken down quickly with focus fire, but having any Engineers robots set up can make focusing the Tank a very difficult task. |
Wave 3 is the first wave with Über Medics paired with the Engineers, so be extra aware of dealing with them. The [[Fists of Steel]] Heavies can become very difficult to kill if they grab the bomb and upgrade. The Concheror Soldiers also provide their robot comrades a boost, making them more difficult to deal with. | Wave 3 is the first wave with Über Medics paired with the Engineers, so be extra aware of dealing with them. The [[Fists of Steel]] Heavies can become very difficult to kill if they grab the bomb and upgrade. The Concheror Soldiers also provide their robot comrades a boost, making them more difficult to deal with. | ||
| − | The fourth wave starts with 8 Super Scouts, and after the first two, a Tank with 20,000 HP spawns in. Be careful not to let the Super Scouts slip by while dealing with the Tank. Keeping the Engineers under control is critical here as letting even one set up a nest can provide a faster route for the Super Scouts, allow the supporting Snipers to camp areas with good view of spawn, and make attacking the Tank much more difficult. If you are having difficulties, consider having a Heavy use the [[Natascha]] to slow down the Giant Scouts and either a Sniper | + | The fourth wave starts with 8 Super Scouts, and after the first two, a Tank with 20,000 HP spawns in. Be careful not to let the Super Scouts slip by while dealing with the Tank. Keeping the Engineers under control is critical here as letting even one set up a nest can provide a faster route for the Super Scouts, allow the supporting Snipers to camp areas with good view of spawn, and make attacking the Tank much more difficult. If you are having difficulties, consider having a Heavy use the [[Natascha]] or Soldier with Rocket Specialist to slow down the Giant Scouts and either a Soldier, Sniper, or Spy hunt down the Engineer/Medic pairs. |
| − | Besides the | + | Besides the Tanks, the Concheror Soldiers are the biggest threats on the fifth wave. A well-placed Sentry Gun should be able to easily deal with all the small Scout Robots. |
| − | The final wave's sole robot to kill is Major Bomber, a giant Demoman that shoots Crit-boosted grenades and has health regeneration. Scouts and Engineers spawn alongside him for support. Despite this boss' giant health pool/regeneration and deadly grenades, a couple of Heavies with Critical hits can very quickly deal with Major Bomber. If your team struggles with with taking him down, he can be knocked into the cliff to buy extra time. | + | The final wave's sole robot to kill is Major Bomber, a giant Demoman that shoots Crit-boosted grenades and has health regeneration. Scouts and Engineers spawn alongside him for support. Despite this boss' giant health pool/regeneration and deadly grenades, a couple of Heavies with Critical hits can very quickly deal with Major Bomber. If your team struggles with with taking him down, he can be knocked into the cliff to buy extra time. The Engineers on this wave do not build Teleporters, which makes them much less of a priority as Major Bomber can be taken down by two or three Heavies with Critical hits. Major Bomber also spawns in with the bomb, meaning the support Scouts cannot capture the bomb. |
== See also == | == See also == | ||
Latest revision as of 15:14, 28 November 2025
| Disintegration | |
|---|---|
| Basic Information | |
| Name: | Disintegration |
|
File name: |
mvm_decoy_advanced3
|
| Developer(s): | Valve |
| Map: | Decoy |
| Mission type: | Invasion |
| Waves: | 6 |
| Difficulty: | Advanced |
| Starting credits: | 400 |
| Maximum possible credits: | 6700 |
| Minimum respawn wave time: | 7 |
| Maximum respawn wave time: | 14 |
| Fixed respawn time: | No |
| Tour: | Operation Mecha Engine |
| Sentry Buster spawn time: | 5 seconds |
| Sentry Buster respawn time: | 20 seconds |
Disintegration is an advanced invasion mission available on the Decoy map.
Contents
Waves
| Sub-wave | Class | Count | Delay(s) | Credits | |||||
|---|---|---|---|---|---|---|---|---|---|
| Wave 1 (800 Credits) | |||||||||
| 1 | Easy | Spawns from all three sides | 5 | 20 | 100 | 0 | 1 | 600 | |
| Support | Expert | Does not teleport in Spawns from all three sides |
2 | 2 | 10 | 30 | 20 | 200 | |
| Wave 2 (700 Credits) | |||||||||
| 2A | Hard | — | 7 | 21 | 35 | 0 | 2 | 100 | |
| 2B-1 | |||||||||
| 1/2 | Expert | — | 3 | 3 | 27 | 10 | 0 | 100 | |
| 1/2 | Easy | — | |||||||
| Easy | — | 2 | 2 | 4 | 15 | 25 | 100 | ||
| 2B-2 | |||||||||
| Expert | — | 8 | 16 | 16 | 20 | 15 | 200 | ||
| Hard | — | ||||||||
Quick-Fix Medic |
Normal | ||||||||
| 2C | 18,000 | — | 1 | — | 1 | 25 | — | 100 | |
| Support | Expert | Begins after 2A has finished spawning Does not teleport in Spawns from all three sides |
2 | 2 | 6 | 15 | 3 | 75 | |
| Expert | Begins after 2A has finished spawning Does not teleport in Spawns from all three sides |
1 | 1 | 2 | 18 | 3 | 25 | ||
| Wave 3 (800 Credits) | |||||||||
| 3A-1 | Normal | 1/2 Fires continuously | 6 | 12 | 12 | 0 | 2 | 60 | |
| Normal | Spawns at the left Flank defenders's left |
4 | 4 | 4 | 30 | 0 | 20 | ||
| Normal | Spawns at the right Flank defenders's right |
4 | 4 | 4 | 50 | 0 | 20 | ||
| 3A-2 | Hard | — | 4 | 8 | 16 | 15 | 5 | 200 | |
| 3B-1 | Easy | — | 2 | 4 | 18 | 30 | 5 | 100 | |
| 3B-2 | Hard | — | 4 | 8 | 16 | 40 | 8 | 200 | |
| Support | |||||||||
| Expert | Begins after 3A-2 has finished spawning Does not teleport in 1/2 Spawns at the left 1/2 Spawns at the right |
3 | 9 | 12 | 10 | 3 | 200 | ||
Über Medic |
Normal | ||||||||
| Hard | — | ||||||||
| Wave 4 (1300 Credits) | |||||||||
| 4 | Easy | — | 2 | 2 | 2 | 0 | 0 | 100 | |
| 20,000 | — | 1 | — | 1 | 10 | 0 | 400 | ||
| Easy | — | 1 | 2 | 6 | 20 | 15 | 100 | ||
| 2/4 | Easy | — | 4 | 16 | 48 | 120 | 1 | 400 | |
| 1/4 | Hard | Melee only | |||||||
| 1/4 | Hard | — | |||||||
| Support | |||||||||
| Expert | Does not teleport in 1/2 Spawns at the left 1/2 Spawns at the right |
2 | 6 | 18 | 15 | 3 | 300 | ||
Über Medic |
Normal | ||||||||
| Normal | — | 2 | — | — | 120 | 25 | — | ||
| Wave 5 (1800 Credits) | |||||||||
| 5A | 15,000 | — | 1 | — | 1 | 0 | 0 | 200 | |
| 15,000 | — | 1 | — | 1 | 12 | 0 | 200 | ||
| 8/10 | Normal | 1/8 Flank defenders's left 1/8 Flank defenders's right |
6 | 18 | 100 | 15 | 0 | 1000 | |
| 1/10 | Hard | Melee only Flank defenders's left | |||||||
| 1/10 | Hard | Flank defenders's left | |||||||
| 5B | Normal | 1/4 Flank defenders's left 1/4 Flank defenders's right |
4 | 8 | 32 | 20 | 5 | 100 | |
| 25,000 | — | 1 | — | 1 | 65 | — | 100 | ||
| Support | |||||||||
| Expert | Does not teleport in 1/2 Spawns at the left 1/2 Spawns at the right |
2 | 2 | 12 | 28 | 0 | 200 | ||
Über Medic |
Normal | ||||||||
| Wave 6 (400 Credits) | |||||||||
| 6 | Major Bomber 40,000 HP |
Normal | — | 1 | 1 | 1 | 25 | 0 | 0 |
| Support | |||||||||
| Expert | Does not teleport in Does not build teleporters Spawns from all three sides |
8 | 8 | 8 | 1 | 0 | 200 | ||
| Hard | — | ||||||||
| Expert | Does not teleport in Does not build teleporters Spawns from all three sides |
6 | 12 | 36 | 10 | 5 | 200 | ||
| Hard | — | ||||||||
Basic Strategies
While the smaller amount of robots compared to other missions makes it appear simple at first, it can still be a challenging mission. One of the biggest threats throughout this mission are the many Engineers that will come in for support. The small size of the map makes an Engineer robot's nest very powerful and able to deny large areas of the map. Starting with wave 3 and until the final wave, the Engineers are healed by Über Medics, making it even more difficult to kill them right away. Though the unhealed Engineers can be fairly easily dealt by most classes with should they be caught soon enough, a class capable of instantly killing the Medic or the Engineer are the best classes to deal with them, such as a Sniper or a Demoman with a stickytrap. A Soldier, with his high mobility and high damage output, can dedicate himself to getting rid of the Engineers.
On the first wave, a well-placed Sentry and the damage from other players makes the hundred Killing Gloves of Boxing Heavies not as intimidating as their numbers may suggest. But be warned, they spawn both at the top and at the bottom section of the map. Upgrading your mobility, such as Jump Height, can assist in getting around the map when collecting credits as Scout.
Bodyblocking strategies or slowing down the Super Scouts on the second wave is crucial to prevent them from slipping by, but also be wary of any Engineers as their Teleporters provide a very easy way for Super Scouts to get past the team and deploy the bomb. Make sure to also stay out of the range of the Giant Demoknights to take them down easily. The Tank has 18,000 HP and can be taken down quickly with focus fire, but having any Engineers robots set up can make focusing the Tank a very difficult task.
Wave 3 is the first wave with Über Medics paired with the Engineers, so be extra aware of dealing with them. The Fists of Steel Heavies can become very difficult to kill if they grab the bomb and upgrade. The Concheror Soldiers also provide their robot comrades a boost, making them more difficult to deal with.
The fourth wave starts with 8 Super Scouts, and after the first two, a Tank with 20,000 HP spawns in. Be careful not to let the Super Scouts slip by while dealing with the Tank. Keeping the Engineers under control is critical here as letting even one set up a nest can provide a faster route for the Super Scouts, allow the supporting Snipers to camp areas with good view of spawn, and make attacking the Tank much more difficult. If you are having difficulties, consider having a Heavy use the Natascha or Soldier with Rocket Specialist to slow down the Giant Scouts and either a Soldier, Sniper, or Spy hunt down the Engineer/Medic pairs.
Besides the Tanks, the Concheror Soldiers are the biggest threats on the fifth wave. A well-placed Sentry Gun should be able to easily deal with all the small Scout Robots.
The final wave's sole robot to kill is Major Bomber, a giant Demoman that shoots Crit-boosted grenades and has health regeneration. Scouts and Engineers spawn alongside him for support. Despite this boss' giant health pool/regeneration and deadly grenades, a couple of Heavies with Critical hits can very quickly deal with Major Bomber. If your team struggles with with taking him down, he can be knocked into the cliff to buy extra time. The Engineers on this wave do not build Teleporters, which makes them much less of a priority as Major Bomber can be taken down by two or three Heavies with Critical hits. Major Bomber also spawns in with the bomb, meaning the support Scouts cannot capture the bomb.
See also
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