User:Toomai/MvM strategy overhaul
I think Community Mann vs. Machine strategy could do with a split into "strats for players" and "strats against bots". This'll be the former.
Colours for reference (from paint, like mission tables):
Essential | The average MvM player will expect to see this in their teammates' loadout, and for good reason. |
Recommended | A generally-preferred option that nevertheless has some weaknesses. |
Average | Has pros and cons, or might simply have an underdeveloped meta. |
Discouraged | A pro could probably make this work, but there are better options. |
Worthless | For whatever reason, this has no practical use in the mode. |
Contents
Scout
General
Loadout
Primary | |
---|---|
Scattergun |
You can never go wrong with the stock Scattergun. |
Force-A-Nature |
Cheaper to upgrade to reach higher damage potential, but your teammates may not appreciate it if you make robots bounce around every time you shoot them. |
Shortstop |
Effective at longer ranges and has good maximum damage rate, but is more expensive to upgrade. |
Soda Popper |
Cheaper to upgrade to reach higher damage potential and also unlocks additional mobility thgouh Hype. |
Baby Face's Blaster |
Against hordes of robots, it becomes quite easy to build the weapon's Boost meter. However, it has the lowest damage potential of all the Scout's primaries, and upgrading movement speed already brings the Scout to near the game's running speed cap. |
Back Scatter |
Being able to mini-crit giants from behind can be useful, but there are several better ways to achieve mini-crits, and the weapon is otherwise outclassed by the other options. |
Secondary | |
Sidearms |
In essentially all situations, it is more effective to simply reload the Scout's primary weapon than to switch to his less-damaging secondary one, especially once reload speed has been upgraded. Using a pistol for its higher long-range damage is also simply subpar, as it's not worth upgrading. |
Melee | |
Bat |