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junosartsthetic · 1 year
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mvmadvice · 5 years
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MvM Bootcamp: Wave 666, the ultimate wave order guide
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THE ULTIMATE MANN VS MACHINE, WAVE 666 GHOST TOWN GUIDE INCOMINGGG
I know it’s been awhile folks, but I’m back (briefly) with a down-and-dirty guide on wave 666.
Wave Order:
1. Crit W+M1 Pyros + Crit Bat Scouts + Crit Giant Demoknights
2. Crit Giant Soldiers + Uber Medics (one medic per soldier)
3. Giant Deflector Heavies + Giant Burst Fire Soldiers + Soldiers + Heavies
4. Tanks + Crit Scattergun Scouts
5. Giant Burst Fire Demomen + Crit Demoknights (small) + 1 Tank
6. Extended Banner Direct Hit Soldiers
7. Giant Heavies + Giant Quick Fix Medics
8. Tanks + 96 fucking Spies <----- HALFWAY POINT!!!!
9. Crit Huntsmen
10. Crit Rapid Fire Soldiers
11. Crit Burst Demomen
12. Crit Airblast Pyros
13. Crit Scattergun Scouts (not to be confused with part 4)
14. 1 Tank + Crit Heavies + Uber Medics
Yes, despite it all being one big waves, the bots still come in a specific order. I’ll organize them as “parts” (part 1, part 2, part 3, etc) since it’s all one big wave. Quick explanation of each part under the cut.
Part 1:
Aka the warm up. Just don’t let them get in close to you, and you’ll be a-okay. The demomen come in groups of four, and the little bots come in groups of I wanna say 10? I’ve never really counted because they’re not that big a threat.
Part 2:
The first time you meet Uber medics in the wave. It’ll be hard for Medic pickers to isolate the medics, since each giant soldier comes attached with one and they come as one messy group, meaning there isn’t a convenient place to put all your stickies/throw your gas to kill all the medics cleanly. Ideally, a good Sniper can take out most--if not all--of the medics. However, since good Snipers are hard to come by, you’re better off popping the medics as fast as possible. If you have a kritzkrieg Medic and a Soldier on your team, it may be worth popping kritz on the Soldier, since Soldier’s crockets can fairly reliably 1 shot Uber medics. 
Part 3:
The Giants will always come as a pair. Ideally, you’ll want to kill the first pair before the second one drops, etc etc. The little bots can be annoying though, since the spam is super crazy during this part. If you have a medic, make sure your projectile shield is ready, because you can literally render all the bots useless for a short period of time. If you’re playing Engineer, move your sentry gun out of the way at the beginning of this part or get ready to wrangle it. If you’re playing Soldier, you can fire a few cheeky rockets early to try to damage the bots right as they hit the ground. Splash damage is your best friend during this part. Soldier, Demoman, and Sniper really shine here.
Part 4:
This is the easiest tank part (and also probably the easiest part of Wave 666 if your team is good at working together). If you have an Engineer, he can singlehandedly hold the bomb for the entire duration of this wave, allowing the other 5 players to focus down the tanks. Alternatively, if you either lack an Engineer or your Engineer doesn’t realize the power he has against a bunch of Scouts, dedicate ONE person to stopping the bomb. Some good classes you’ll see often that are good at watching the bomb are: Soldier, Demoman, Scout, Sniper (if he can aim), Pyro (if they’re not on the tank), and Heavy. Demoknights and Spies can also watch the bomb, but they aren’t nearly as effective. Phlog Pyros, Buff Banner Soldiers, and Carbine + Bushwacka Snipers should always be on the tank, not on the bomb. If you’re really struggling, try seeing if your team has enough tank damage. I’ll talk about tanks and tank damage more extensively in another post.
Pro tip: If you think you might be done with the Scouts and want to stop watching the bomb, press tab and see how many Crit Scouts are left. You’re done with Scouts (for now) if the number is 75.
Part 5: 
The demomen (both the giants and the little ones) will move in groups of five or ten. This means that they’ll be grouped up very nicely with each other, but it also means that you can quickly get overwhelmed by 20+ giant demos all spamming grenades everywhere. They do, however, take a long time to reload, so if you want to get in a few quick Ubersaws, it’s possible with good timing (2-3 depending on how much you wanna push your luck).
This part is also pretty easy, depending on how much AOE (area of effect) damage you have. Basically, if you have a lot, the giant demos go down fast. If you have very little, well, it’s do-able, but you’ll need to be very efficient at rotating between the tank and the bomb. Oh yeah, did I mention that after 10-15 giant demomen drop, a single tank will appear? Yep! This tank has more HP than the tanks you just fought, so be careful. Ideally, your team will split in half and deal with them at the same time. If you have very little tank damage but a lot of bot damage, focus the tank first (I know, but hear me out). Since you know you don’t have a lot of tank damage, starting on the tank early will make sure you have enough time to get rid of the tank before you take on the robots. Most teams with very little tank damage will have a lot of robot damage, so you should be able to take care of the robots fairly quickly. If you have very little of either, I have to genuinely wonder how you got so far into the wave in the first place.
Part 6: 
If you’re playing Engineer, you basically have to hide your sentry around corners to pick off bots before they can react to your gun. If you’re playing any other class, buy crit and blast resistance. Wave 666 is different from other modes in that you can refund your upgrades during the wave. The ending of Part 5 is very slow (a few crit demoknights filter in over a short period of time), so take that chance to get as much crit and blast resistance as you can. Let the sentry gun watch the bomb while your team goes to get upgrades. You’re gonna need it.
This part usually isn’t that hard though, overall, since most people have blast and crit resistance by now anyway.
Part 7:
As soon as the last soldiers spawn, the first Giant Heavy/Medic pair will also spawn. Try to clean up the soldiers before they drop. This is a pretty straightforward part of the wave. Kill the Medic (without letting it pop uber, or else it’ll go back to full hp), then kill the Heavy. Make sure you don’t have more than 2 pairs on the field at any given time, or your life will be hell and the wave will be over.
This part you’ll have relatively little control over, but don’t let the last pair touch the bomb. Usually, the first or second pair will be able to touch it, maybe let the third pair, but absolutely do not let the last pair touch the bomb. If they do, you risk having the bomb still in play during the dreaded part 8.
Part 8: 
The spookiest and hardest part of wave 666 that everyone has told you about. Wave 666 is known for 2 things: being really fucking long and the ninety-six fucking spies that come at the same time to destroy your life.
These spies are NOT your normal support spies, which typically come in groups of two or three. No. These spies will swarm. There will be something like 10 or 20 on the map until you kill them all. They also drop money ($2 or $3, this is the part where even the best scouts will lose that A+ rating). But the most annoying, least known part about these spies is as follows:
They can cap the bomb.
You read that right. It’s extremely rare that they have the opportunity, since the tank usually gives enough time for the bomb to respawn, and the Spies will never spawn with a bomb, but if you do happen to have a bomb? Good luck winning this.
During this part of the wave, buy backs, crit canteens, and uber canteens are your best friends. If you’re a non-explosive class, you can jump on top of the tank. If you’re a Scout, please don’t do that if you already see someone up there. You can dodge spies with pretty good success, let the tank Sniper sit up there. Sincerely: a tank Sniper.
HALFWAY POINT IS OVER, SOMETHING LIKE 7 OF 10 TEAMS FAIL BY THIS POINT, SO IF YOU’RE HERE, CONGRATS! YOU’RE BASICALLY DONE!
Note for parts 9-14: These bots all come in a row, and don’t give you a break in between bot types, so you’ll often get a mix of two bots at the end of one part and beginning of the next. You might also start to lag due to the large number of particle effects now in the game.
Part 9:
Crit huntsmen. They’re pretty easy if you have a Medic and a Soldier. I’d argue they could probably hold the bomb all on their own if they don’t die. Snipers are really weak in the HP department, so they’re easy to burst down in groups. By now you should have more than enough damage.
If you’re playing Sniper, this is the last part of Wave 666 that you’ll be useful in until part 13 (since Soldier does your job better).
Part 10-11:
The Crit Soldiers from part 10 are very dangerous. You might want to dodge in and out from behind walls (the ones on either side of the main pathway are good, as well as the wall on top of the building in the middle. If you’re lucky, the bomb bot will go towards the right side (if you are looking from the hatch to the robot spawn), where there is a really good bottleneck corridor. Have a low quality screenshot from a recent game (ignore the icicle sentry buster).
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This bottleneck is absolutely amazing vs the bots from part 10-12 because if you can get the bomb placement just right, all the robots will funnel in from the front.
Sometimes, you might get a cheeky flanker, but if you have an Engie or a very aware power class, they aren’t a problem.
The Demomen can be dealt with similarly as the Soldiers.
Part 12:
The Pyros are where your power classes start to falter. The best class against these Pyros is your Engineer. If you don’t have one, good luck. They’ll probably be able to push you all the way to your hatch, but if you have enough people alive (2-3) at any given time, you should be able to prevent the cap.
If you’re at the bottleneck, have one person above and the rest of the team on the ground. Ideally, your soldier(s) are smart enough to figure out that these Pyros know how to reflect and have perfect reflect timing, so they’ll position themselves accordingly. 
Part 13:
The Pyros will soon trickle to a halt and some Scouts will start to mix themselves in. Be careful, these Scouts do a lot more damage than the Scouts from part 4.
Part 14:
A few minutes after the Scout’s start spawning, a tank will spawn. This tank is even tankier than the tank from part 5 and drops very little money when you kill it (but that doesn’t matter, you’re basically done anyway at this point). At the same time, the Heavy/Medic pairs will also start to drop, so it’s just a giant fuckfest of crits and panic.
Be warned: robots can cap while ubercharged. If you do not have a Demoman, Pyro, or another class that can disrupt a bomb drop, make sure to pop the medics’ uber before they reach your base.
If you’re playing Sniper, this is the part of the wave that you get to be useful again, because your charged bodyshots will 1 shot the uber medics, preventing them from popping.
If you beat all of that, then you’re done!
Congratulations!
You get to feel accomplished that you beat wave 666.
Make sure to keep an eye out for some in depth analyses of the harder parts of the wave, along with some class guides for wave 666.
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