Difference between revisions of "User:DevIIv/Worn Shielding (mission)"

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{{Mission infobox
 
{{Mission infobox
 
   | mission-name          = Worn Shielding
 
   | mission-name          = Worn Shielding
   | mission-file-name    = mvm_decoy_dev_normal
+
   | mission-file-name    = mvm_mannworks_dev_normal
 
   | mission-map          = [[Mannworks]]
 
   | mission-map          = [[Mannworks]]
 
   | mission-waves        = 8
 
   | mission-waves        = 8
Line 12: Line 12:
 
{{User:DevIIv/Template:Mvm mission Worn Shielding}}
 
{{User:DevIIv/Template:Mvm mission Worn Shielding}}
  
==ComingSoon==
+
==Diagram==
etc
+
[[File:User_DevIIv_WornW.png|460px]]
  
== Update History ==  
+
== Strategy ==  
na
+
===Wave 1===
 +
* The wave starts off with 12 regular scouts, which can easily be taken down by a basic strategy.
 +
* Once the first 12 scouts are dead, groups of more scouts (which now consist with a singular crit boosted one) will come in consistently for the rest of the wave, there are two giant soilders that come in during these groups of scouts. This wave overall just requires basic comprehension on how it's played out, the scouts aren't powerful (hence their skill level), and the giants are weakened due to the mission difficulty.
 +
* A single sniper will support every so often, make sure he's taken out.
  
== Trivia ==
+
===Wave 2===
* The wave diagram was made in ~6 constant work hours.
+
* Four buff soldiers with basic quick-fix medics will pop out from the left and right spawnpoints, get rid of the medics then the soldiers.
 +
* Small waves of minor league scouts and regular buff soldiers will pop out for a couple of minutes.
 +
* Once the small waves of minor league scouts are taken care of, a major horde of them will come out nearly all at once a couple of seconds later. It's recommended that 1-2 people focus on the soldiers, whilst the rest of the team takes care of the stun scouts.
 +
 
 +
===Wave 3===
 +
* A super scout spawns immediately with the bomb, followed by a tank shortly after. Take out the super scout first then focus on the tank, have a simple understanding of time, as another super scout will spawn in 80 seconds later.
 +
* SMG snipers will accompany the tank, the engineer's sentry (as well as a heavy), should focus on the snipers, whilst the rest of the team should focus on the tank and super scouts.
 +
* Once the main wave of SMG snipers are dead, bat scouts will come in as support infinitely whilst the giant demoknights come in. The tank (and all super scouts), should have been dealt with by this point.
 +
 
 +
===Wave 4===
 +
[[File:User_DevIIv_WornWave4.png|240px|thumb|How wave four plays out]]
 +
* This is arguably the most difficult wave in the mission.
 +
* Three tanks appear in this wave.
 +
** Each tank spawns within nearly ten seconds of eachother (Tank 1 spawns immediately, Tank 2 at 9 seconds, Tank 3 at 20)
 +
** The health of the three respective tanks is 3,000 lesser amongst it's previously spawned one (Tank 1 has 15,000, Tank 2 has 12,000, whilst Tank 3 only has 9,000)
 +
* Only gru heavies will assist with the tanks, however, they spawn in a nearly unending stream until all 40 have spawned, half should focus on these heavies, and half should focus on the tanks.
 +
** Quick-Fix medics assist the heavies, as well as snipers.
 +
 
 +
===Wave 5===
 +
* A small horde of heavies, soldiers, and pyros come in at the start, take them out as fast as possible.
 +
* Giant Demomen (plus pyros and soldiers) come in after the first whole group is dead.
 +
* The singular giant pyro comes almost a minute after the wave starts.
 +
** A stream of crit soldiers will start to spawn after the giant pyro is defeated, unlike most soldiers, they're projectile speed is reduced.
 +
 
 +
===Wave 6===
 +
[[File:User_DevIIv_WornWave6.png|280px|thumb|The giant family business heavies]]
 +
* Bowmen will come in by themselves at a constant rate.
 +
* Family Business Heavy giants will come in from both sides (left and right), they're shotguns do more damage than basic shotgun heavies, but they have less bullets per shot.
 +
*** These heavies are bugged, they're suppose to hold their reload, but shoot outright instead.
 +
* Bowmen with uber medics come in after the first group is killed off, make sure to get rid of the uber medics first!
 +
** These uber medics have reduced uber due to difficulty.
 +
* Super scouts and soldiers will spawn in periodically throughout the waves of bowmen and uber medics.
 +
 
 +
===Wave 7===
 +
* A massive onslaught of scouts will constantly spawn in for the majority of the wave.
 +
* Minor league scouts will start to come in once all normal scouts are dead (abeit not in the rate the scouts were).
 +
* Giant Natascha Heavies periodically spawn in with the minor league scouts, take them out before they slow you down!
 +
 
 +
===Wave 8===
 +
* The tank spawns first, whilst giant soldiers, pyros, and regular scouts will accompany it throughout.
 +
* The Giant Charged Soldier and three crit scouts spawn after the giant soldier squad, and is considered as the "boss" of this mission.
  
 
== See also ==
 
== See also ==
* [[DevIIv/Canary Build]]
+
* [[User:DevIIv/Customwaves_linkpage]]

Latest revision as of 00:59, 10 December 2018

Worn Shielding
Basic Information
Name: Worn Shielding

File name:

mvm_mannworks_dev_normal
Developer(s): Valve
Map: Mannworks
Mission type: Unknown
Waves: 8
Difficulty: Normal
Starting credits: 700
Maximum possible credits: Unknown
Minimum respawn wave time: Unknown
Maximum respawn wave time: Unknown
Fixed respawn time: Unknown
Tour: Unknown
Sentry Buster spawn time: Unknown
Sentry Buster respawn time: Unknown

Worn Shielding is an normal custom invasion mission available on the Mannworks map. This mission is a near-borderline intermediate mission.

Waves

Sub-wave Class Count Delay(s) Credits
Wave 1
1A
Scout
Normal 3 8 12 0 8 100
1B
Scout
Scout
Scout
Scout
Scout
Easy 6 18 36 0 21 300
Scout
Normal Pictogram plus.png 100% crit chance
1C
Soldier

2500 Health
Expert 1 2 2 18 80 100
Support
Sniper
Hard Vision range 2500 1 60 18
Wave 2
2A
Buff soldier
Normal Pictogram plus.png Spawns with full rage

Pictogram plus.png +800% buff duration
2 6 8 0 7 100
Medic

Ouick-Fix Medic (Type-2)
Easy
2B
Scout stun
Hard 4 8 19 10 4 100
2C
Buff soldier
Hard Pictogram plus.png Spawns with full rage
2 8 10 8 7 100
2D
Scout stun
Hard 7 21 21 7 6 200
Support
Spy
Expert 1 40 30
Sniper
Hard Vision range 2500 1 60 18
Wave 3
3A
Super scout
Easy 1 2 2 0 80 100
3B
Tank
20,000 1 8 150
3C
User DevIIv mvmicon sniper smg.png
Normal 4 12 24 9 13 200
3D
Demoknight
Expert 4 8 8 24 25 150
User DevIIv mvmicon sniper smg.png
User DevIIv mvmicon sniper smg.png
User DevIIv mvmicon sniper smg.png
Easy
Support
Scout bat
Normal Support 3 12 30 12 14 200
Wave 4
4A-1
Tank
11,000 1 0 250
4A-2
Tank
10,000 1 9 200
4A-3
Tank
9,000 1 20 150
4B
Heavy gru
Easy 2 15 40 14 4 200
Support
Medic

Ouick-Fix Medic (Type-2)
Easy 1 6 20 16 15 100
Sniper
Hard Vision range 2500 3 15 40
Wave 5
5A-1
Heavy
Easy 3 12 12 0 9 100
5A-2
Pyro
Easy 2 8 8 4 8 50
5A-3
Soldier
Easy 3 8 8 16 50
5B
Demo

Type 2
Expert 4 8 12 14 35 300
Pyro
Normal
Soldier
Soldier
Normal
5C
Pyro
Expert 1 1 1 112 0 150
5D
Soldier
Easy Pictogram plus.png 100% crit chance

Pictogram minus.png -25% Projectile Speed
1 9 9 12 6 50
Wave 6
6A
Bowman
Hard 1 16 16 2 200
6B-1
User DevIIv mvmicon familybusinessheavy.png
Expert 1 1 1 28 50
6B-2
User DevIIv mvmicon familybusinessheavy.png
Expert 1 1 1 36 50
6C
Bowman
Easy 4 12 16 36 16 100
Medic uber
Normal Pictogram minus.png -5 seconds Über duration
6D
Super scout
Easy 3 9 12 20 20 200
Soldier
Sodlier
Easy
Support
Spy
Expert 2 34 40
Sniper
Hard Vision range 2500 1 60 50
Wave 7
7A
Scout
Easy Pictogram minus.png -50% fire rate bonus 6 12 92 4 300
7B
User DevIIv mvmicon nataschaheavy.png
Expert 1 2 3 9 35 300
Support
Scout stun
Hard Support 4 6 32 0 20 200
Wave 8
8A
Tank
27,500 1 0 250
8B-1
Soldier
Expert 3 3 6 0 70 200
Scout
Scout
Easy
8B-2
Pyro
Expert 3 9 9 24 30 200
Scout
Scout
Easy
8C
Soldier crit
Expert 4 4 4 8 150
Scout
Scout
Scout
Easy Pictogram plus.png 100% crit chance
Support
Sydney sniper
Hard 2 20 25

Diagram

User DevIIv WornW.png

Strategy

Wave 1

  • The wave starts off with 12 regular scouts, which can easily be taken down by a basic strategy.
  • Once the first 12 scouts are dead, groups of more scouts (which now consist with a singular crit boosted one) will come in consistently for the rest of the wave, there are two giant soilders that come in during these groups of scouts. This wave overall just requires basic comprehension on how it's played out, the scouts aren't powerful (hence their skill level), and the giants are weakened due to the mission difficulty.
  • A single sniper will support every so often, make sure he's taken out.

Wave 2

  • Four buff soldiers with basic quick-fix medics will pop out from the left and right spawnpoints, get rid of the medics then the soldiers.
  • Small waves of minor league scouts and regular buff soldiers will pop out for a couple of minutes.
  • Once the small waves of minor league scouts are taken care of, a major horde of them will come out nearly all at once a couple of seconds later. It's recommended that 1-2 people focus on the soldiers, whilst the rest of the team takes care of the stun scouts.

Wave 3

  • A super scout spawns immediately with the bomb, followed by a tank shortly after. Take out the super scout first then focus on the tank, have a simple understanding of time, as another super scout will spawn in 80 seconds later.
  • SMG snipers will accompany the tank, the engineer's sentry (as well as a heavy), should focus on the snipers, whilst the rest of the team should focus on the tank and super scouts.
  • Once the main wave of SMG snipers are dead, bat scouts will come in as support infinitely whilst the giant demoknights come in. The tank (and all super scouts), should have been dealt with by this point.

Wave 4

How wave four plays out
  • This is arguably the most difficult wave in the mission.
  • Three tanks appear in this wave.
    • Each tank spawns within nearly ten seconds of eachother (Tank 1 spawns immediately, Tank 2 at 9 seconds, Tank 3 at 20)
    • The health of the three respective tanks is 3,000 lesser amongst it's previously spawned one (Tank 1 has 15,000, Tank 2 has 12,000, whilst Tank 3 only has 9,000)
  • Only gru heavies will assist with the tanks, however, they spawn in a nearly unending stream until all 40 have spawned, half should focus on these heavies, and half should focus on the tanks.
    • Quick-Fix medics assist the heavies, as well as snipers.

Wave 5

  • A small horde of heavies, soldiers, and pyros come in at the start, take them out as fast as possible.
  • Giant Demomen (plus pyros and soldiers) come in after the first whole group is dead.
  • The singular giant pyro comes almost a minute after the wave starts.
    • A stream of crit soldiers will start to spawn after the giant pyro is defeated, unlike most soldiers, they're projectile speed is reduced.

Wave 6

The giant family business heavies
  • Bowmen will come in by themselves at a constant rate.
  • Family Business Heavy giants will come in from both sides (left and right), they're shotguns do more damage than basic shotgun heavies, but they have less bullets per shot.
      • These heavies are bugged, they're suppose to hold their reload, but shoot outright instead.
  • Bowmen with uber medics come in after the first group is killed off, make sure to get rid of the uber medics first!
    • These uber medics have reduced uber due to difficulty.
  • Super scouts and soldiers will spawn in periodically throughout the waves of bowmen and uber medics.

Wave 7

  • A massive onslaught of scouts will constantly spawn in for the majority of the wave.
  • Minor league scouts will start to come in once all normal scouts are dead (abeit not in the rate the scouts were).
  • Giant Natascha Heavies periodically spawn in with the minor league scouts, take them out before they slow you down!

Wave 8

  • The tank spawns first, whilst giant soldiers, pyros, and regular scouts will accompany it throughout.
  • The Giant Charged Soldier and three crit scouts spawn after the giant soldier squad, and is considered as the "boss" of this mission.

See also