Cataclysm (mission)
Cataclysm | |
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Basic Information | |
Name: | Cataclysm |
File name: |
mvm_coaltown_expert1.pop
|
Developer(s): | Valve |
Map: | Coal Town |
Mission type: | Invasion |
Waves: | 7 |
Difficulty: | Expert |
Starting credits: | 400 |
Maximum possible credits: | 7200 |
Minimum respawn wave time: | 7 |
Maximum respawn wave time: | 14 |
Fixed respawn time: | No |
Tour: | Operation Gear Grinder |
Sentry Buster spawn time: | 5 seconds |
Sentry Buster respawn time: | 20 seconds |
Cataclysm is an expert invasion mission available on the Coal Town map.
Contents
Waves
Basic Strategy
The first wave features 13 Steel Gauntlets, each backed by an Über Medic, mixed in with a large army of Scouts and Bonk! Scouts and a few Pyros. Although the Steel Gauntlets can't get you from a distance, letting them pick up the bomb and upgrade can make them very tough to kill due to their resistances. A good Medic killer such as a Demoman, a Pyro with the Gas Passer and Explode on Ignite, or a Sniper with Explosive Headshot can make quick work of the Medics. Be wary of the many Scouts that will come in to help the Steel Gauntlets. The wave ends with an army of 12 Soldiers, who can make quick work towards unprepared teams with their barrage of rockets. The aforementioned Medic pickers are also suited very well to take out the Soldiers.
The second wave spawns six Super Scouts in fairly quick succession at the beginning of the wave; make sure they don't slip past with the bomb or they might make it all the way to the bomb hatch. Once about two of these Super Scouts are taken out, you will also have to contend with two Giant Heavies, both backed by 8 Über Medics each. The very high health, high damage, and large amount of Medics can make the Heavies very tough to kill, especially with having to deal with the remaining Super Scouts. If the team is struggling, it may be a good idea to have one of the Heavies pick up the bomb and then take care of the Super Scouts so they can't capture the bomb quickly. Alternatively, a Pyro can airblast the Heavies into one of the map's two pits. Be wary of the Heavies' dangerous Miniguns, as they kill in seconds and are hard to maneuver around as Pyro. Über canteens can help remedy this.
The third wave is smaller in robot numbers than the other waves, but has one Tank that arrives as the mission starts. This tank has 35,000 HP. It can often reach all the way to the hatch before being destroyed. Make sure to have a Tank killer (such as a Pyro) to deal with it and not return to the frontline until it is destroyed. Alongside the Tank, the wave will bring 40 Soldiers that come in four groups of ten, and at the end, three Giant Deflector Heavies. Having a Demoman or Sniper alongside the Tank-busting Pyro is one of the best way to clear out all the threats, while raw damage is the best way to clear out the Giant Deflector Heavies.
The fourth wave brings in four Tanks that all come in quick succession, but these ones only have 20,000 HP each. If enough damage is done to the Tanks in time, they can be destroyed before the next one spawns. Make sure to not ignore the Scouts and Huntsman Snipers while dealing with the Tanks. The rest of the wave has many Über Medics, which are most efficiently taken out by a Medic killer before moving onto the accompanying robots.
The fifth wave brings about a massive army of Demoknights (112 in total), all of whom are Crit-boosted. Spawning alongside them intermittently are 6 Giant Soldiers that all have an Über Medic healing them each, spawning in pairs. Additionally, 10 Super Scouts will also spawn; the first four spawn intermittently among the Demoknight army and Giant Soldiers, so make sure you keep track of them so they don't slip by. The final six will spawn in rapid succession after all the other robots are cleared out, meaning bodyblocking or slowing down (such as using the Natascha, Mad Milk or the Rocket Specialist upgrade) is imperative here. Be careful of the Sydney Sleeper Snipers, as they can make it more difficult to get out of spawn if they manage to take over the building in the center.
The sixth wave features 4 Giant Deflector Heavies each backed by a Giant Medic. You will need to take out the Giant Medics first as the healing is enough to outheal any damage dealt to them; a Demo's Crit stickytrap or a Spy with max armor penetration and attack speed can make quick work of them. 5 Super Scouts will also spawn in; like wave 2, it may be best to have one of the Giant Deflector Heavies take the bomb so the Super Scouts can be killed. You can also have a Pyro airblast the Heavies and their Medics into one of the pits, but make sure the Medics don't pop their ÜberCharge or they will become immune to knockback.
The final wave brings six tanks. The first five spawn in quick succession, but only have 20,000 HP each. The same strategy as wave four should apply here. Outside of the tanks, the most notable robots will be the 27 Scouts that are all healed by an Über Medic. Compared to other robots healed by Medics, they aren't a massive threat here and it should be possible to kill them without them getting too far with the bomb even if they are Übered. Shortly after the first group of these Scout-Medic pairs are killed, Heavies and Huntsman Snipers also spawn and can shred players very easily. A small group of Buff Banner Soldiers using the Direct Hit arrive with the last of the Heavy-Huntsman Sniper groups; make sure to upgrade blast resistance and Crit resistance to reduce their damage, which could potentially wipe teh whole team. Ending off the wave after all other threats have been cleared is the final tank, at 45,000 HP, and four Giant Heavies all spawning together in a line formation. Each Giant Heavy takes a different route towards the hatch, so focus on them before turning to the tank.
See also
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