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wispychipmunk:

Still in that TF2 mood, lol. Made some more earrings, this time the demoman’s sticky bombs. I’m pretty happy with how they came out.

My husband tells me that they look great, but he doesn’t think anyone will buy them because not enough girls play TF2. Pfft. Go prove him wrong, ladies! ;)

protowilson:


Whurgh, probably only the Brits and the Aussie’s’ll know Red Dwarf… not sure.
I did vacillate over whether Scout or Spy should be the Cat, but considering Cat’s massive narcissism, there really was no contest.

protowilson:

Whurgh, probably only the Brits and the Aussie’s’ll know Red Dwarf… not sure.

I did vacillate over whether Scout or Spy should be the Cat, but considering Cat’s massive narcissism, there really was no contest.


Hello, my babyHello, my honeyHello, my ragtime gal

Hello, my baby
Hello, my honey
Hello, my ragtime gal

7:29 pm 3 June 2013 posted by captainoppa

moare:

Psychobob made a 3D-printed upgradeable Sentry Gun, and you can buy your own at his store on Shapeways.

Also, watch him assemble the level 1, 2, and 3 versions in the video below.

fuckyeahtf2:

TF2 PSA OF THE DAY: 
Engies It’s ok to be paranoid, but there’s such a thing as being too paranoid. I know you love your teleporters, but telefragging is a real thing. :]
-CaptainOppa 

fuckyeahtf2:

TF2 PSA OF THE DAY: 

Engies It’s ok to be paranoid, but there’s such a thing as being too paranoid. I know you love your teleporters, but telefragging is a real thing. :]

-CaptainOppa 

fuckyeahtf2:

Here’s a little treat for the early birds 

fuckyeahtf2:

Here’s a little treat for the early birds 

Mann Vs. Machine FAQs


TF2 Co-op sounds really fun! But what’s the basic idea of it? How do we win? How do we lose?

Let’s start from the beginning: There are robots. These robots come in waves, with X number and type of robot per wave; 10 scouts and 10 soldiers, for example. Destroying all the robots yields a wave completed.

There are six of you, and nine classes to choose from, so you’ll have to work really closely together to win.

The game mode plays less like Killing Floor and more like Dungeon Defenders: the robots are carrying a bomb to a goal, and your job is to stop them. You lose if the robot carrying the bomb manages to deploy it by jumping down the hole that is the objective. The longer the bomb is carried, the more bonuses the robots receive; killing the bomb carrier is (generally) a good idea.

In other words, this game mode is a tower defence game, but played in first person mode without any towers, and only one enemy can make you lose.

A shop exists from which you can buy upgrades and canteens. You can access this shop at any time, but you should obviously try to keep excessive buying in between waves. Those robots aren’t going to kill themselves, after all.
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What’s this about tickets? Do I have to pay to play co-op?!
The tickets, which go about a dollar apiece, enable you to enter specialized servers running different missions. Completing these special missions (six in total) net you special cosmetic items you can’t get anywhere else (except through trading with another player).

Not paying for a ticket means you’ll be playing on a standard server, which runs similar waves, but doesn’t offer the special cosmetic reward items.

For visual learners, take a look at icrontic’s flowchart to describe the whole ticket thing in further detail.
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So which class should I pick?

As with standard TF2, each class plays a different role. Since there are only six players in each map, however, class selection and variety is highly important; most classes can’t win waves on their own and take a more supportive role.

Going over the basics of each class, in order…

Scouts are going to be taking a mostly supportive role. Close range weapons aren’t going to be of too much help when you’re facing giant hordes of enemies. Their primary purpose will be to collect money: they have a large money collection radius and will respawn faster than any other class if they’re killed. Several of the unlock weapons are useful as well, but I’ll cover those later.

Soldiers have enough HP to take on an offensive role up on the front lines. The Buff Banner in particular is a great way of cracking those tougher nuts.

Pyros, like Scouts, are rough to use since they’ve got mostly short range weaponry. The airblast, however, is great at pushing the robot carrying the bomb into rough spots, and can be a game-saver.

Demomen, like Soldiers, have enough HP to stand to the robots head on. Grenades are a great way to knock out massive swarms, and sticky bombs are an even greater way to add to the carnage. Using a shield and sword combo is far more risky, and newer players will probably want to play it safer.

Heavies do the brunt of the work, along with Engineers. The Minigun is a great robot killer at almost any range. The problem is that you’ll be chewing through a lot of ammo; have an Engineer’s dispenser near you to bring lots of pain without end.

As mentioned previously, Engineers also do a lot of heavy lifting with their sentry guns. Although a sentry gun will hold off the robot horde almost indefinitely (emphasis on ‘almost’) they’re also lures Sentry Busters to your area…more on those later.

Medics are obviously a pretty big boon to the team, with mobile healing. Ubercharges are a really good way to knock out entire waves of tougher enemies like the giant robots and Heavies.

Snipers are a great force multiplier, but no team should have more than one, if any. Jarate in particular will amplify the damage the robots take, allowing you to chew through them far quicker.

Spies are another great force multiplier, but like the Sniper, no team should have more than one, if any. Unlike standard play, Spies can use the Sapper to disable multiple robots simultaneously; when deployed, all the robots in an area around the target will be sapped and rendered helpless for a short time. Giant robots will only be slowed down. The backstab is a great way of neutralizing Ubercharge capable Medic robots, who can easily cause the team to lose. Spies aren’t the best against snipers, though; while you can still dispatch them with a single backstab, enemy snipers will come in groups of four or more, requiring a lot of running in order to catch them all.

Spies can also disguise themselves and freely bump into robots without any fear; they’re probably the second best money collector before Scouts. Although they won’t spycheck you, if a Pyro should set you on fire, all the robots will attack you regardless of your disguise status.
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What if I want to switch classes?
Switching classes is generally a bad idea; the upgrades won’t carry over, so unless your team really, really need a class for a given wave, then it’s not worthwhile to switch.
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So the robot carrying the bomb receives upgrades the longer it holds the bomb? What kind of upgrades are we talking about?

At the bottom of the screen you can see a gauge that’s split into three tiers. The gauge will slowly fill up; each tier represents a new upgrade. Upon upgrading, the robot will taunt. The first stage is a defense increase; the robot and its buddies around it will take less damage. The second stage is health reduction, while the third and final stage is all crits, all the time.
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What else can you tell me about the robots? They mentioned several ‘special’ robots like sentry busters and stuff.

Robot scouts make rough bomb carriers. Standard robot scouts employ either the Scattergun or the Bat; there’s also the Minor League Scout, whose icon is that of a baseball. This bot will attempt to spam baseballs at players, stunning them. Some Scout variants are equipped with Bonk! Atomic Punch; these will immediately drink their Bonk! and charge headlong into the fray. Aside from the first few seconds of invulnerability, these Scouts are no different than the standard.

Robot soldiers can be tough opponents, as they come in massive waves and will readily spam rockets. Some variants are armed with the Buff Banner, making your job that much harder.

Robot Pyros will rush at you with the flamethrower and attack up close. They’ll also use their airblast ability to deflect rockets. A variant of the Pyro is the Flare Pyro, which will attempt to snipe players with the Flare Gun.

Demomen robots are just as, if not more dangerous than Soldier robots, as they enjoy spamming grenades in your direction. A variant employs the Chargin’ Targe and the Eyelander.

Heavybots can employ the Minigun, or will use melee weapons: the Heavyweight Champ bot will employ the Killing Gloves of Boxing or the Gloves of Running Urgently, while the Steel Gauntlet bot type will use the Fists of Steel to reduce ranged damage considerably. There’s also the Heavy Mittens bot, which employs the Holiday Punch to immobilize players with laughter.

Strangely, there are no Engineer bots.

Medic bots are among the most dangerous enemies. The Quick Fix Medic will easily heal up any damage you do to the robot it’s healing (which is usually a giant robot of some description), but the most dangerous enemies are ubercharge medics: they begin with a full ubercharge and will deploy it as soon as the medic or its patient takes considerable damage. A giant ubercharged robot carrying a bomb is a sure sign of defeat.

Sniper robots are armed either with the Huntsman or the Sniper Rifle; the latter are always ‘support’ robots which will obviously support the main charge of robots. If the main charge is destroyed, support snipers will immediately die.

Spy robots are always support bots, and will disguise as your team and will go for backstabs: just like regular spies.

Sentry Busters are special robots that will run at a sentry and self destruct, blowing up itself, the sentry, and anyone and anything near it. Engineers can counter this by packing up their sentry as the sentry buster begins its two second countdown to demolition; this countdown is also started if it’s shot down by the team before it reaches its target.
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What’s this about Giant robots?

Giant robots are slow but have special abilities. They also have a lot of HP. Giant robots have a red background to their icon, making them easy to identify. They also can be headshot and backstabbed, but neither will kill in one hit. Giants are also usually accompanied by four or more Quick Fix Medics, or one to four Ubercharge medics.

Giant Scouts include the Major League Scout, which runs pretty fast and spams its baseball even more, and it runs as fast as a normal Scout. Its 1600 HP makes it a tough nut to crack, and can be the reason a team fails. Even faster, however, is the Super Scout, which moves twice as fast and has 1200 HP (four times the amount of HP a Heavy has).

Giant Soldiers come in the standard variety, a rapid fire variety that fires twice as fast, and a Charged variant that fires a constant stream of critical rockets. These rockets, however, move slowly, enabling even newbie Pyros to deflect them to their source.

Giant Pyros come in two varieties: one armed with a Flamethrower and one armed with a Detonator.

Giant Demomen are equipped with rapid fire grenade launchers and will be a serious thorn in the team’s side. There’s also a Giant Demoknight, complete with Chargin’ Targe.

Giant Heavies cause 50% more damage and have a whopping 5000 HP; the Deflector Heavy is the same but can shoot down projectiles like rockets.
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"We don’t know what this thing is, but it’s big as hell, looks unstoppable, and it probably runs on human blood." Should I be scared?

Of the Tank? Not really. The Tank is a large, boxy, treaded vehicle that will implaceably work towards the objective. If it reaches the objective, it will prime and deploy its own bomb, causing you to fail the wave.

It has no weapons, but has as much as 35000 HP. It can’t squish players on its own, but it can squish players against corners.

Tanks are completely unaffected by every status effect you can throw at it, but it is affected by crits. Use Buff Banners and the Kritzkrieg to chew through its HP quickly, allowing you to focus more on the other robots.
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How do I “earn a bonus”?
Collect all the money in the wave. As I mentioned before, it’s a Scout’s primary goal to collect as much money as possible. It’s an extra $100.
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Okay, so that’s not a lot.
It adds up. Considering there are six to eight waves, that can be as much as $600 or $800; can mean the difference between an upgrade or three. Miss too much of the money and the final waves will be almost impossible.
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What about upgrades? What kind of upgrades are available?

There are a multitude of upgrades you can buy for money. You get money by killing robots; collecting all the money successfully nets you a bonus (and an achievement). Upgrades you can look for include:

  • Faster reload
  • Faster firing rate
  • Larger clip size
  • Health on kill


And others. Note that you can also upgrade your character to have resistance to explosives or bullets, automatic regeneration of health, and other things.

A full list can be found at the TF2 wiki.
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What’s this about Canteens?
Upon completing your first mission, you’ll get access to a canteen. You can craft more with some scrap metal, but most players don’t use more than one. The canteen must be equipped in the Action slot (bottom right) and activated with H (default). In MvM, players can purchase temporary powerups which are stored in the canteen; activating will unleash the powerup and give you a temporary edge.

  • Full Crits for $100
  • Ubercharge for $75
  • Ammo and magazine refill for $25
  • Return to base (and get speed boost) for $10
  • Instant upgrade for an engineer’s buildings for $50

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What other weapons should I employ?
Pretty much anything works, but here’s a short list of notable ones:

  • Dead Ringer’s good since you’ll rarely have the chance to cloak and run before you’re shot to pieces.
  • Baby Face’s Blaster is good for the extra speed in collecting money. Bonk! Atomic Punch allows for temporary invincible money gathering, but Mad Milk is another good option.
  • Jarate and Mad Milk have upgrades that slow enemies down. Jarate will not only slow down giant scouts (if upgraded with slowdown), but will allow you to chew through their large amount of HP quickly.
  • The Kritzkrieg is great against virtually everything.
  • The Scottish Resistance lets you put down even more stickies, allowing for greater sticky blankets than the standard.
  • The Enforcer causes extra damage, making it better to use against tanks.

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I looked at the achievements and saw that one of them requires you to “reset the bomb”. How do you do that?
Pyros are great at delaying the bomb carrier by pushing it into a deep ravine or off of its given path with no way back up. This is the one reason why you’d want a bomb carrier to survive. Have a robot pick up the bomb, then use the airblast ability to push it around.
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What should I buy for upgrades?

Do this according to your playstyle. A few fair points, though:

  • Buy a faster reload before you buy enhanced clip size. Don’t spend 80% of your time reloading.
  • A faster swing speed on your melee weapons can make them cause more damage than your primary. Engineers almost always grab this upgrade, since it lets them repair and rearm their sentry faster.
  • Damage resistances to bullets and explosives let you survive longer; great for Scouts, Spies, and Medics.
  • Health regeneration won’t be worthwhile if you have a medic constantly healing you, or if you’re a Scout collecting money. A scout gains health every time he picks up money.
  • Faster charge time on a sniper rifle is great for players who can consistently land headshots. It’s also useful for Sydney Sleeper Snipers, since it lets you quickly apply Jarate to multiple enemies from a distance.
  • Upgrading your metal carry capacity lets you operate away from your dispenser. Try setting your sentry up to a large ammo crate; by the time you’ll eat through your upgraded 600 metal bank, the crate will have respawned - granting you another 600.
  • Upgrading your ammo reserves as Heavy or Pyro let you operate away from a friendly engineer’s dispenser. Pyros also benefit from being able to airblast more effectively.
  • Without the armour piercing upgrade, spies cannot backstab giants. Even with the armour piercing upgrade, you probably won’t kill them. However, upgrade your knife swing speed and you’ll eat through a huge chunk of their HP before they lock onto you. Then use the Dead Ringer to escape.
  • Upgrading your Medigun’s heal rate can drastically increase your team’s survivability.
  • Try equipping the Kritzkrieg alongside an Ubercharge canteen, then purchase the Canteen Sharing upgrade. An invincible Heavy firing all criticals is a great way to eat through the robot horde. While using a normal medigun with a Crits canteen has the same effect, a Crit canteen is $25 more expensive.

Also check out this guide as well! TF2 Beginner’s Guide 

Submitted by Lepetitedauphin