shooterty12
Active Member
Other important information!
Teleporters can go both ways. This is really useful on maps where there's tanks or giants, because you can run backwards and forwards across the map.
Engies are indispensable. Sentries can take half a tank's health away in 5 seconds. However, Engies are more useful because they have Dispensers. Dispensers are incredibly important. Running out of ammo is really easy in MvM, and having a constant ammo (and health) source is vital.
Medics should use Kritzkriegs. They allow for overheal, charge quickly, and the crits are very useful against giants or tanks. My friends and I found that a good tactic to employ is to build charge in the (massive) setup time, and deploy it on a Demo (still in setup time) so he can place a field of fully critical stickies right where the robots land.
Scouts are OP; they respawn instantly and can collect a lot of cash really quickly. However, they lack the stopping power to fight anything. Mad Milk is useful, though.
Soldiers are really good, full stop. They should use Buff Banners. You'll be able to fill up the meter several times a wave, and the minicrits are useful. Additionally, an upgraded Buff Banner has no range, so that once deployed, everyone on your team gets buffed.
Demos are totally needed. They are, perhaps, the single most damaging class in MvM.
Heavies are rather useless, however. I found them to not be that useful.
Snipers and Spies, similarly, are pretty rubbish. Although Jarate has a prolonged effect, and Spies can sap robots, they're too weak; too situational to have any benefit.
Also, one thing I noticed is that robot Spies are really buggy. They'll often just stand still in one spot, and do weird shit.
best medic tactic i use is put max attack rate on ubersaw and stab the shit out of all the pesky robots then uber a teamate and repeat.