Difference between revisions of "Community Decoy strategy"
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=== {{class link|Sniper}} === | === {{class link|Sniper}} === | ||
+ | * As in all [[Mann vs. Machine (game mode)|Mann vs. Machine]] missions, your role is to eliminate high-profile targets including [[Medic Robot|Medic Robots]], [[Robots#Giant_Robots|Giant Robots]], [[Sentry Buster|Sentry Busters]], and other bomb carriers roughly in that order of priority. Although halting the bomb's progress is critical, your ability to deal tremendous single-shot damage at range means that you should prioritize targets which you can destroy much more quickly than any other class (except for an upgraded [[Spy]]). | ||
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+ | * The [[Machina]] can be extremely useful because of its improved damage, built-in penetration, and the fact that you're not terribly concerned about tracers giving away your position. | ||
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+ | * If you are not confident in your headshot skills, upgrade primary weapon damage and charge speed before waves with [[Medic_Robot#Über_Medic|Über Medics]] such that you can deal at least 150 damage with a fully charged body shot. This will ensure that the Medics will go down without the chance to deploy Übercharges. Even if you are good at scoring headshots, it may be difficult to get Medic heads in view quickly enough due to their tendency to stay behind their giant partners. Being able to one-shot them in the wheel or arm could mean the difference between facing an Übercharged giant or not. | ||
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+ | * Purchasing [[Upgrade Station#Primary|Explosive Headshots]] can be useful when aiming at chokepoints to the left and right of the central 'Mann Co.' building or at the robot spawn. However, be careful when targeting groups of Medic Robots. Lethal charged body shots are preferable to explosive headshots in this situation, since the explosion will lightly damage nearby Medics and trigger Übercharge deployment. | ||
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+ | * The top of the central 'Mann Co.' building is a good vantage point, but you will probably need to sidestep rocket fire and you will be vulnerable to [[Spy Robot|Spies]] coming up the ramp behind you. Consider equipping the [[Razorback]] for rounds with Spies if you are having trouble with backstabs, as you cannot afford to have a teammate constantly watch the ramp for you. | ||
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+ | * [[Sniper Robot|Sniper Robots]] will often take up positions on the bridge over the robot spawn and on the walkway under the 'CACTUS VALLEY' sign to the left of the path split. Deal with these quickly. | ||
=== {{class link|Spy}} === | === {{class link|Spy}} === | ||
{{Map strategy}} | {{Map strategy}} |
Revision as of 11:11, 24 August 2012
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Community Decoy strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Desert |
Setting: | Daylight, sunny |
Map Photos | |
This article is about Community Decoy strategy.
Contents
General (All Classes)
- Natural chokepoints are located on either side of the middle building, but make sure to watch out for the upper outer routes where robots may sneak behind your lines.
- Knocking the bomb carrier into the ravine near the base (major job of the Pyro's airblast) will stall the robots and cause them to change their current route.
- Later waves will often overrun the spawn point, so it's best to prepare between waves or have someone clear the area periodically.
- If your defense is pushed back towards your base, remember that depending on the bomb route the bridges are great chokepoints.
- Attacks will be blocked by the chicken wire fence outside of the spawn point, so they are safe to stand behind while watching for incoming robots, watch out for Sniper Bots.
- Later waves often force the need of using Canteen Boost, used liberally depending on style of play and amount of cash. While not impossible, most later waves will not be won with less than 6 players.
Class-specific strategy
Scout
Soldier
- Invest in fast reload before upgrading clip size as rockets are loaded one by one, the Giant Bots can be quickly killed with Crit Boost Canteen and teamwork.
- If using Buff Banner, fall back to a Dispenser while reloading. Once out of the line of fire use the Buff Banner to boost Heavy until reload animation is over.
- The Black Box is recommended, but make sure to upgrade character Resistance once weapon is upgraded to your liking.
- Soldier is effective as well as Pyro on defending the spawn point, and can stop many Giant Bots that are trying to deploy the bomb.
Pyro
- Pyro should focus on upgrading airblast as soon as possible to make sending bomb into the pit much easier, and slowing down the Giant Bots from deploying the bomb.
- When Spy bots arrive on the map, fall back to the Engineer's Sentry Gun, possibly with a Homewrecker, to keep his nest intact as long as possible, and remember to Spy check all teammates.
- Upgrading the primary weapon's afterburn damage and duration followed by attack power will help early waves, while waiting until later waves to upgrade Pyro's airblast and bullet resistance will help defend against the giant robots.
- Once a Tank enters the area, attack constantly and use any Crit Boost Canteens on hand while using the Tank as cover from any robots following behind.
- While it's the Engineer's job to move his Sentry when a Sentry Buster is attacking, a decent Pyro with enough ammo can juggle the Sentry Buster into the air where others can help destroy it and give time for the Engineer to move his buildings if he needs to.
- In front of the middle 'MANN CO.' building where the main bomb path splits, the corner can be used as a prime safe retreat, where an Engineer should have a Dispenser setup you can defend. You can also use the corner to surprise enemies and juggle them.
- Once outside the base, there is a wire fence that ends at the bridge's exit, another safe zone where you can wait for attacking bots to run into your flame while avoiding Soldier and Heavy robots' barrage. Be aware of Snipers, and your attack right when attempting to airblast the bomb carrier off the bridge.
Demoman
- The main entrance, between the middle on the map, both bridges, and the drop-off point are the main choke points where stickybombs are most effective.
- Need experienced Demoman to leave comments.
- If you are going to attack robots near where they spawn, use the stairs on the right to get to high ground, where robots are less likely to run through.
- The Scottish Resistance can be used to place several groups of stickies simultaneously, which can be detonated as needed. Place several crit-boosted stickybombs at the front entrance, and another few stickybombs on both of the bridges. Monitor the progression of the bomb-carrier and detonate your bombs if the bomb-carrier manages to break through your defenses.
- Demomen are very effective when it comes to eliminating Über Medics. Place your stickybombs beneath the cliff where the robots spawn, and detonate them once the Medics drop down. Both grouping and timing are important, as merely damaging a Medic will cause him to Übercharge, costing your team valuable time. Shooting stickybombs in a circular pattern toward the right side of the landing zone roughly three feet out from the fence renders the most consistent results.
Heavy
- The Heavy's primary role in Mann vs Machine is a defensive linebreaker; this is no exception in Decoy.
- Narrow chokepoints, such as the bridges over the ravine, are where you will excel at defending.
- Consider using Natascha to slow down speedy robots such as Super Scouts and Pyros for your team to finish off. When combined with knockback rage and penetration, you become a sublime mob control unit.
Engineer
- The middle 'Mann Co.' building and corner where the main bomb path splits are great Dispenser locations.
- When falling back towards the base, set up your buildings where the rear health kit and ammo box are.
Medic
Sniper
- As in all Mann vs. Machine missions, your role is to eliminate high-profile targets including Medic Robots, Giant Robots, Sentry Busters, and other bomb carriers roughly in that order of priority. Although halting the bomb's progress is critical, your ability to deal tremendous single-shot damage at range means that you should prioritize targets which you can destroy much more quickly than any other class (except for an upgraded Spy).
- The Machina can be extremely useful because of its improved damage, built-in penetration, and the fact that you're not terribly concerned about tracers giving away your position.
- If you are not confident in your headshot skills, upgrade primary weapon damage and charge speed before waves with Über Medics such that you can deal at least 150 damage with a fully charged body shot. This will ensure that the Medics will go down without the chance to deploy Übercharges. Even if you are good at scoring headshots, it may be difficult to get Medic heads in view quickly enough due to their tendency to stay behind their giant partners. Being able to one-shot them in the wheel or arm could mean the difference between facing an Übercharged giant or not.
- Purchasing Explosive Headshots can be useful when aiming at chokepoints to the left and right of the central 'Mann Co.' building or at the robot spawn. However, be careful when targeting groups of Medic Robots. Lethal charged body shots are preferable to explosive headshots in this situation, since the explosion will lightly damage nearby Medics and trigger Übercharge deployment.
- The top of the central 'Mann Co.' building is a good vantage point, but you will probably need to sidestep rocket fire and you will be vulnerable to Spies coming up the ramp behind you. Consider equipping the Razorback for rounds with Spies if you are having trouble with backstabs, as you cannot afford to have a teammate constantly watch the ramp for you.
- Sniper Robots will often take up positions on the bridge over the robot spawn and on the walkway under the 'CACTUS VALLEY' sign to the left of the path split. Deal with these quickly.