Team Fortress 2

Team Fortress 2

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"I could do this for money!": A guide to MvM Scout
By The Killer Duck
There are many guides for playing Scout in MvM. However, few have the correct information to make players the best they can be or offer inaccurate and incorrect advice that ends up tampering with how good they can become or making them bad at the game mode.

I will offer my own advice in playing Scout in MvM such as many before have by providing tips on loadout, upgrades and tactics.
   
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Scatterguns
Soda popper
A very good scattergun to use in Mann Vs Machine. It has a very good damage per second when upgraded and its hype ability allows you to jump more times than usual, meaning you don't need to use $300 on jump height. It is also the most cash efficent scattergun to upgrade, meaning that with this scattergun you spend the less to make it the most powerful. I highly recommend this weapon to all Scouts out there.










Force of Nature
Another good gun to use in MvM. Its knockback allows you to push robots away from the hatch, buying your team more time to spawn back in if the going gets tough. It can be also used to push robots into bottomless pits if you're that kind of guy and when you shoot it below you whilst jump after the 2nd jump it can give you a third jump which can come in handy for reaching higher places or dodging enemy fire. However, you need to be careful with the knockback, as it can push robots into the air and move them around in a fast manner. This can cause snipers to miss their headshots and make it harder for other classes to shoot them. So be careful when you use this gun.

It can also serve as a nice damage weapon as well when upgraded as the extra damage means some of the smaller robots won't be alive after the 1st shot. Just be careful with the knockback and you'll do great damage with it.





Stock
Good old stock. No upsides, no downsides, still gets the job done. It has good damage with upgrades and you'll always have it.







Baby face blaster
Sure, the damage on this thing isn't good compared to the other scatterguns, but that is not the point. It's the fact that you get a tremendous speed boost when you deal enough damage, allowing you to use that $600 on something else rather than speed upgrades. Plus, speed loss can easily be regained by dealing a little bit of damage.









The Shortstop
The shortstop is a neat weapon for MvM. Its healing bonus works with money as well, so you can use the extra overheal to soak up more damage before going down. It also deals a good amount of damage as well if upgraded. Its downside is best described as a 'double-edged sword'. The knockback can either put you into trouble (kicks you back further away from money, into a sentry nest, etc.) or into good (better at evading enemy fire by knockback, knocks you towards money, etc.).






I would not recommend the Back Scatter. Due to the Scout gaining a lot of aggro from robots, you can only land 1-3 hits from behind before you become a target. You can already deal minicrits if you have the fan of war and sandman on giants plus the extra damage is able to be done by everyone, not just you. It also deals lower dps than the other scatterguns due to the smaller clip size and inaccuracy.

However, it is still viable to use in MvM and it is doable with this weapon. One thing to know about this weapon is that with just one point of damage on this weapon, it is able to one-shot medics at point blank range from behind.

(90 x 1.35) x 1.25 = 152
(105 x 1.35) x 1.25 = 177

= 152-177 dmg

With the 90 and 105 being how much damage the scattergun does at point blank range without mini-crits, the 1.35 being the mini-crit multiplier and the 1.25 being the 1 point of damage. I rounded up the answerers to the nearest decimal.

This is helpful as if your medic picker is not around to take care of the medics then you can do it yourself when the aggro is focused on your team.
Secondaries
Mad milk
Considered by many to be the best secondary for Scout in MvM. The mad milk, when thrown, will cover robots in milk. This means than when you or a teammate shoot this robot, what damage they'll do, some of it will return as health. This makes it really useful for a number of reasons:

1: Your teammates will have few upgrades on wave 1, which means their survivability won't be great. Your milk can help push it up and make their odds easier.
2: Heavies can get in close to giants and allow them to do maximum damage with their minigun without the possibility of them dying.
3: Pyros is a close quarter combatant, meaning he is more prone to getting killed. The milk will help him to survive and cause more havoc.
4: If your team is struggling with super scouts, you can get an upgrade which slows them down and make life easier. Its recharge rate can also be upgraded as well.

I highly recommend this secondary to any Scouts out there playing MvM.


Crit-o-cola
What's that? The only viable secondary for Scout is mad milk? Not really.

This special energy drink is good for Scouts who want to cause some damage. It will make you able to perform mini-crits for a few seconds when you drink it. "But why use it? You can already make mini-crits happen with the fan of war/sandman!" True, but to make them balanced, they cannot mark tanks. This is where the cola comes in. It really helps against normal mobs of robots and tanks when a buff banner soldier isn't around.

The extra damage you take is really petty, as you will be hard to hit due to how fast you are and how much health you will have from grabbing every as much dosh as possible.

Bonk! Atomic Punch
While not on par with the milk or cola, the bonk does have some benefits of its own.

For example, it can help you get cash in hard to reach areas such as a large sum of money within range of a sentry or guarded by a large mob of robots. It's also perfect for new scout players as they will tend to die a lot due to their inexperience.

However, to make yourself worthwhile as Scout while using this item, you'll need to distract robots with it so your team has less of a risk from dying and allow class like pyros and heavies to get in close.

The biggest benefit that you will get when you use the bonk is that you are able to body block giants without the fear of losing a lot of overheal or death so your team can kill the giant while it is stuck in place.

So if you have played Scout for a while and know how to survive, you can skip this. If you are new to scout, stick with this secondary until you feel ready to roll with the cola and milk.

The Mutated milk is exactly the same as the mad milk, so it's good to use in MvM.

The stock pistol wouldn't be a good idea as you have a scattergun for that. Even though it is possible to complete a mission with it, the pistol does less damage so you are better off with something like the milk or cola.

The winger's extra jump height is nice, but you have the soda popper for that. Even if you don't, jump height is one of the 1st upgrades you'll get when you play Scout.

The extra health you can get with the Pretty boy's pocket pistol by landing hits with it is also nice, but like I said for the cola, you can run fast enough to not get hit and will have a large build up of overheal to soak up more damage.

I always say no the Flying Guillotine. You can cause more pain with:

The milk because it keeps the team alive and helps dps classes to dps their way through waves.
The cola as you can cause more damage with a mini-critted scattergun rather than a silly cleaver.
Bats
Fan o'war
The best scout melee there is to use in MvM. Despite doing next to no damage whatsoever, it will mark any target for death if a hit is landed. This will allow you and everyone else on your team to do mini-crits to the robot that's marked for death. This is the perfect utility weapon for taking down giants as classes like soldiers, pyros and heavies will be able to chew away all of its health faster. It is also worth mentioning that only 1 robot can be marked for death at a time.

Recommended for all Scouts.


The Sandman
An alternative to the Fan o'war. With the mark for death upgrade ($500), you can mark 1 robot for death at a time so your team can take it down faster. However, what makes the Fan o'war superior to this melee is that you get the mark for death for free, whereas you need $500 to get the mark for death ability for the sandman. Is it still do-able with this melee? Yes. You can even mark for death robots at a distance since the ball needs to hit the robot to mark it for death.

Not as good as the fan o'war, but still viable for MvM.



The stock and all of its reskins have nothing helpful to bring to the table. They can be used to do damage, but your scattergun can do much more. Is it doable with stock? Yes. Would I reccommend them? No.

I am strongly against the Candy cane as well. The extra med packs are not needed since you will have money for health and your team will have a dispenser to help themselves to. The downside, its explosive vulnerability, will hurt you badly. Seeing that you don't need the extra med kits, there's no need for the extra damage that you'll take with this.

The Atomizer is worthless as you'll already be getting jump height upgrades/using the soda popper.

The Boston basher/Three-rune blade's ability to cause bleed upon hit is nowhere near as good as a soldier/pyro/demo/heavy dealing heavy damage due to mini-crits.

What was said about the Basher/3-rune can also be said about the Sun-on-a-stick as well.

Finally, what was said about the Basher/3-rune and the Sun-on-a-stick can yet again be said about the Wrap assassin.
Canteens
As I have said before I am against the idea of buying canteens in MvM. Good players can live without them and can spend their cash on permanent upgrades that will last until the end of a mission. However, if you are struggling to cope with the waves, here are 3 canteens you can use to make your life easier.

Uber canteens
Novice scouts tend to die a lot, so they need something to help them stick around for longer. Although they might want to use bonk, other scouts are keener of running milk or cola. As a result, the uber canteen is a good choice for those certain types of scouts. This canteen will allow them to do damage and grab cash without the risk of death for a few seconds which will allow them to stay alive and contribute to the team.


















Crit canteens
Believe it or not, scout is actually one of the better tank busting classes in the game. His scattergun will allow him to cause more damage than demoman and engineer! Crit canteens can be used if tanks are a problem, as the extra damage can give the scout the extra push in damage he needs in order to take them out.




















Ammo canteens
With the ability to completely refill your ammo everytime you use this canteen, you can stay on the tank the whole time without going around to find the dispenser or an ammo pack. With your upgraded scattergun and crit cola, you are able to spam the tank with high damage shots until it dies.
















Other canteens

Recall:Not needed at all for 2 reasons. The 1st being that you have the speed to catch up to super scouts and take them down with the other reason being that you wouldn't need it if you and your team can handle the super scouts well.
Upgrade analysis (Scout, Milk and Sandman)
Resistances

With each point into an upgrade, you will take 25% less damage from that source except for crit resistance, which is 30%. The crit resistance upgrade covers all types of damage (Bullet, blast, melee and fire) and only reduces the amount of critical damage that you take.

Movement speed

Increases how fast you move by 10% per point into this upgrade.

Jump height

Increase how high you go up by jumping by 20% per point into this upgrade. This affects the 1st and 2nd jump of the Scout.

Recharge rate

This upgrade appears on the Mad milk, crit-o-cola and Bonk! Atomic punch as well as the sandman. Each point into this upgrade will decrease the wait times so you can use the drink/a ball again by 15%.

Lower speed on target

If you have placed the single point into this upgrade and an robot is hit by the milk, his movement will be slowed down by 35%.

Health regen

With each point into this upgrade, you will regain 2 points of health per second up to a maximum of 10 health points per second.

Mark for death (Sandman)

This upgrade appears on the sandman only. Spending the single point into this upgrade will allow you to mark a single robot at a time for death, causing them to take mini-crit damage instead of normal damage.

Ball ammo

With each point into this upgrade, the amount of balls you can bat increases by 1. With all points into this upgrade, you can have up to a maximum of 7 balls.
Upgrade Analysis (Scattergun)
Something to clear up before we move on:


These are the available upgrades for the Stock, Baby face and Back scatter.


These are the available upgrades for the Shortstop.


And finally, these are the available upgrades for the Soda popper and the Force-a-nature. Two things you should take away from this is that:

1: The Soda popper and Force-a-nature is less expensive to fully upgrade.

2: The firing and reload speed upgrades will be apparent on some scatterguns while on others they won't.

Clip Size

Increases the amount of shots you can fire before you have to reload by 50% per point.

Stock
No points:





1 point:





2 points:





3 points:





All 4 points:





Soda popper and Force-a-nature
No points:





1 point:





2 points:





3 points:





All 4 points:





Shortstop, Baby face and Back scatter
No points:





1 Point:





2 points:





3 points:





All 4 points:





Ammo capacity

Increases the total amount of ammo you can carry on you by 50% per point.

Shortstop
No points:





1 point:





2 points





All 3 points:





Every other scattergun
No points:





1 point:





2 points:





All 3 points:





Firing speed

Increases how fast all scatterguns shoot by 10% per point.

Reload speed

Decreases your reload time of your scattergun by 20% per point.

Health On Kill (HoK for short)

With each point bought, you will gain an extra +25hp per kill you perform.

No points: No hp gained per kill

1 point: 25hp gained per kill

2 points: 50hp gained per kill

3 points: 75hp gained per kill

All 4 points: 100hp gained per kill


Damage

With each point of this upgrade, your scattergun will do 25% more damage with each pellet.

For consideration I will only take into account how much damage you can do at point blank range, not the amount of damage each pellet does. I will also be rounding to the higher decimal because you can't do decimal damage in TF2.

For example:

90 x 0.25 = 22.5
= 23

Stock, Baby face blaster and Back scatter

No points: 90-105 dmg
1 point: 113-132 dmg
2 points: 135-158 dmg
3 points: 158-184 dmg
All 4 points: 180-210 dmg


Force-A-Nature

No points: 92-113 dmg
1 point: 115-142 dmg
2 points: 138-170 dmg
3 points: 161-198 dmg
All 4 points: 184-226 dmg


Soda Popper

No points: 105 dmg
1 point: 132 dmg
2 points: 158 dmg
3 points: 184 dmg
All 4 points: 210 dmg


Shortstop

No points: 69-72 dmg
1 point: 87-90 dmg
2 points: 104-108 dmg
3 points: 121-126 dmg
All 4 points: 138-144 dmg


Projectile penetration

By buying the single point into this upgrade, you can damage multiple robots at once by having your pellets pass through an unlimited amount of robots.

Something to note is that pellets can still not pass through tanks but can now pass through ubercharged robots.
Upgrade route (All Scouts)
No matter what you will be doing as Scout, these 2 (or 4 if the wave calls for it) upgrades will be essential in improving your performance. I highly recommend getting these upgrades first whenever you are playing Scout. In later sections I will explain what each upgrade path is and their purpose.

These upgrades are:

Movement speed (Ignore if you have the Baby face)

An upgrade that can improve you in a number of areas. The extra speed will allow you to not only reach areas where money is around quicker, but can help you evade and dodge enemy fire.

Jump height (Ignore if you have the Soda popper)

The extra height gained will allow you to reach higher up places such as buildings where the money is at and allow you do dodge hitscan weapons much easier. I would recommend at least 1 or 2 points into this upgrade. 3 is overkill.

Crit resistance

Only spend points into this upgrade if the wave has crit bots. This will allow you to not die instantly and help you save up a lot of health you have gained from collecting money.

Mark for death

This will allow you to mark giants so your team is able to destroy them much quicker. Some waves with giants appear earlier than others and vice versa so you need to purchase and use this upgrade with some consideration.
Upgrade route (Scatterguns)
Due to each scattergun having different upgrades available, they have different routes in order to achieve maximum dps (Damage per second) for them. I will go through each scattergun create a route which you can use to cause the most havoc with each primary.

Stock/Shortstop/BabyFace/BackScatter
1: Reload and penetration


2: Firing and penetration (If you chose to ignore penetration in the first step)


3: Damage


4: Clip Size


Force-A-Nature and Soda Popper
1: 2 points into clip size and penetration


2: Damage


3: Max clip size
The 3 types of MvM Scout
These next sections will talk about the different types of play styles Scout has in MvM. They will talk about what they are, their purpose, weapons and upgrades.
Support Scout (The Meta)
The Support scout is the most common type of Scout you'll meet in MvM. Support Scouts prioritize their milk and their resistances, so they can soak up a lot of damage before going down and constantly have milk ready so their team can deal with mobs easier.

This is the best path for newcomers/the inexperienced due to the fact that their gun is saved for last and players won't have to worry about shooting robots a lot (even though it's still something that is very helpful and worth doing). The resistances and milk also means they can survive and pick up the cash much easier and their milk constantly helps the team.

This path is good for inexperienced teams that struggle but doesn't benefit high skill teams due to the fact that they can survive without the help of mad milk.

Loadout


Primary: Any (except back scatter)
Secondary: Milk
Bat: Fan of War/Sandman


Upgrade route

1: Milk recharge

With your milk always ready, your team can handle most of the mobs a wave has to offer. Always having milk ready also means that you'll always slowdown the super scouts if you have the slowdown upgrade.

1a: Milk slowdown (Optional)

If your team is struggling to kill super scouts then this upgrade is a worthy investment. Throw milk on one of the runners and they will move at a slow pace, giving your team enough time to kill them.

2: Blast and Bullet resistances

Next you'll want to put points into the 2 biggest types of damage you will take during MvM: Blast and Bullet damage. Make sure you that when you reach this part of the upgrade path, you look at what types of robots you will face and then put points in accordingly.

3: Health regen + Scattergun of choice
+
From here your main upgrades are now yours and whatever you upgrade from now on does not as matter as much. Personally I choose to upgrade health regen so if I have no overheal on me I can survive better or you can then begin working on your primary.
Support + Damage Hybrid (Supage or Dapport if you like talking fancy)
The cross breed between Support scouts and Damage scouts, these scouts are exactly what you think they are. This type of Scout supports his team with the milk in the early waves but also wants to cause a fair amount of damage in his/her own right and take some weight off the damage classes by upgrading the scattergun and swapping the milk with cola/bonk at later waves.

This type of play style should be used by fairly experienced MvM scouts who want to cross the bridge from support to damage scout or expert mvm scout players. The play style is also good for both types of experienced players as inexperianced players can benefit from the constant milk while the high skilled players will be happy to know that they have a scout that performs a good amount of damage.

Loadout
Early waves

Later Waves


Primary: Any (preferably not back scatter)
Secondary: Milk/Cola/Bonk
Bat: Fan of War/Sandman


Upgrade route

1: Milk recharge

To allow your team to help survive the early waves.

1a: Milk Slowdown

Like I said, only get this upgrade if super scouts are a problem.

2: Your Scattergun

With your early team survival helping tool (mad milk) all good to go, it's time to upgrade your scattergun so you can do some killing.

3: Resistances and other stuff

Pretty much.
Damage Scout (The playstyle everyone underestimates)
The most uncommon and the most challenging out of the 3 play styles, the damage scout requires you to use combat skills related to the MvM game mode in order for you to be worthwhile (I will cover said skills in a later section). The damage scout's main focus is to deal as much pain as possible whilst grabbing dosh along the way. The damage scout usually has milk for the first wave or 2 to help his team in which he then swaps out for cola or bonk (usually cola) afterwards. The damage scout's main tools of survival is dodging and using overheal as best as he/she can (hence why I recommended getting speed and jump upgrades 1st). A damage scout with a nice aim can be very powerful and rip anything to shreds.

Damage Scout is recommended for experienced players who know what they are doing and are perfect for very good teams that can survive without the assistance of milk. However, if the team is inexperianced this path won't be effective because without the milk they'll drop like flies.

Loadout


Primary: Stock/SodaPopper/Shortstop
Secondary: Milk on wave 1-2 then cola/bonk the rest
Bat: Fan of war/Sandman


Upgrade route

1: Your scattergun

You've got the speed and the jump to dodge, now all you need now is a gun that hits harder than a truck.

2: Resistances

The advancing waves get tougher and tougher and you need to be there and help out. Resistances will be your failsafe if you take too many hits that neccecary.

3: Secondary

The more times you can use cola/bonk the better.
Tactics and strategies
The Scout is a really cocky guy, but he has a lot of tricks and moves that can give the robots a hard time. The next sections will tell you how to do that while playing as that cool dude from Boston.
"My money-sense is tingling!"
Collecting money dropped by robots is one of the jobs you are tasked with when playing as Scout. Although it is quite simple as getting near it, you need to know when it'll drop and where it can be so you can grab it before it expires.

When playing MvM, this will appear on your hud:


Below the Scout are a green and yellow box. The green box shows how much money you yourself have to spend on upgrades while the yellow box shows how much money that's out there on the map waiting to be picked up.

There's more to this that can help you understand your money situation. Let's look:


Notice something different with the yellow box?

That's right, the number colour is different. In the top image, the number colour is green, indicating that no pile of money has expired and you have a chance of earning the bonus. The bottom image shows that the number colour is black; telling you that a pile of cash has expired and you will not earn the bonus for that wave.

You can use this piece of information to help you decide if money or something else is a priority. If there is a large sum of cash on the field, it's best to start grabbing them. If the number is really small and you've got larger problems on your hands, you're better off dealing with those problems.


With that out of the way, we need to ask ourselves how we can find the cash when it's out there. There are a number of ways of doing this.

1: Path signs
Before the beginning of each wave you will see these blue signs telling you what path the robots will take to the bomb hatch. You can use these signs to help you determine where dropped cash will be as you will have a better idea of where robots will die. The path the robots take will change every time a wave is failed or completed so it is important that you know where robots will be when you start looking for cash.

2: The amount of cash left
For each wave, there is a specific amount of cash that can be earned from robots. Some waves have a high amount of cash to be earned while for others there is a low amount. Each robot in that wave will drop a specific amount of cash when killed, and that specific amount of cash is used to determine where to look for money.

Let's make up a wave: Decoy, unlimited bat scouts, 8 giants and 2 tanks. The total amount of cash that can be earned is $800. Bat scouts carry up to $5 per bot up to a max of $200, giants carry $50 per bot ($400 max) and the tanks have $100 each ($200 max) which all equals to $800. The bot scouts come from the 2 spawns at the top while the giants and tanks spawn in the middle.

Let's say you are missing $85 at the moment during the wave. You know how much each robot is carrying and where they spawn. Seeing we are at $85 and a giant just recently got killed, the likelihood is that a $50 is somewhere around where the giants drop down and that the remaining cash is somewhere on the path that the bat scouts take when they spawn upstairs.

If you memorise how much cash each type of robot has during a wave, you'll have an easier time pinpointing where the money is so you can get to it quicker.

3: Those 5 other guys on your team
Never be afraid to ask your teammates for help. If you're dead and there is money missing then you need to alert them to where it is so if they have any spare time they can go and get it. Even if they are standing right next to a pile, tell them. If you tell them they are so close to a pile and they don't pick it up and then blame it on you then that is their fault, not yours.
Combat techniques for being the Boston-bully
Dodging
Dodging is a really useful skill that can be done by every class but with Scout it is just as useful. It allows you to avoid taking damage and it keeps you alive.

Avoid going in head first. By that I mean don't charge directly into a giant or into a mob. Instead, go around them and flank them so you can attack with less of a fear of death. Don't stop moving either. As a Scout with such a high move speed you have to be a hard target to hit so you avoid damage. Jumping allows you to dodge fire as well. It helps as it requires robots to aim upwards and that will give soldiers and demomen a harder time to land a direct hit on you.

Circle strafing
Falls under dodging as well but I should talk more about this specifically.

Circle strafing is the act of getting close to someone and just running around them while you are attacking them. This is an amazing technique that both Scouts and Pyros use to dish out damage whilst taking very little damage. Due to your high speeds, the robot you are circle strafing will struggle heavily to point their weapon at you and land a hit which is great at dealing a lot of damage and distracting the robot so the team can gang up on it easily. This is best done on giants as small weaker bots are easy to take care of.

Here is a great demonstration of circle strafing by CAR_:
https://www.youtube.com/watch?v=uS121jdExTw

Be an attention seeker
As a scout running around all over the place close to the enemy, you will grab the attention of robots while you do so. This can be used to your advantage. When there is a giant or a mob coming, you can get in there and use your high overheal and dodging skills to grab the attention of the robots and distract them. This can allow classes to attack freely without getting killed, medics to gain uber off a distracted target with the ubersaw, heavies and pyros to get in close, etc.

Body blocking
With your high health from money, you can tank damage easily like a heavy. This can be used to block giants with your body so it can buy your team some time to get to where the action is and kill the robot. This is especially helpful against ubered giants, as you have to wait until the uber wears off so you can damage them. By bodyblocking that ubered giant, you are helping in making that ubercharge worthless.
So hyper!

The Soda Popper has a special ability called 'Hype' which is filled up by moving around. When filled up and activated it allows the Scout to jump up to 6 times. This can allow him to reach areas where he normally couldn't, reach higher areas quicker and help him dodge incoming fire.

When hyper, you can change direction multiple times while in the air due to your multiple jumps. Use this to help avoid damage by jumping over robots and changing direction away from enemy fire.

There are also some jumps that you can make which can allow you to reach areas quickly. The most popular types of hype jumps include reaching a higher floor from the ground floor. Decoy and Mannhattan are good examples of this.

Here are some examples that you can use. Bear in mind that these can be done with no jump height:


One of the more obvious ones. Use the hype to reach the upper floor quicker.


Jump onto the small rectangle building then upwards to reach that area quicker.


You have to crouch at the last jump in order to get onto that area.


Again, very obvious. Saves the trouble of doing round back and up the ramp or climbing the van.

You may want to crouch at the last jump for this jump.
How to deliver milk correctly
The milk is a really helpful tool for your team. If used correctly, it will benefit the team more. Think of the milk bottle as a rocket. You'll want to throw it on the ground next to enemies rather than going for a direct hit so you can ensure that they are milked. You should also try to milk as many robots as possible with one bottle so the team has an easier time killing mobs.

What are my top priorities with milk?
Giants should always be milked 1st. They are the most threatening out of the robots as they have more lethal weapons and boast very large amounts of health. If they are milked and marked, then pyros and heavies can get in close and rip them to shreds and allow other teammates such as soldiers and demomen to keep laying the pain on them. If you have the slowdown upgrade for the milk because super scouts are causing trouble then they need to be milked 1st.

Groups of soldier, demomen and heavy bots are next. They pack a punch in groups so being able to stay alive while fighting them is always cool. To help you milk as many as you can, get to a vantage point or use your hype ability if using the soda popper and throw it on top of them.

After that its groups of scout and pyro bots. They are not threatening until they get in close so good teammates can easily kill them without giving them the chance to get up-close and personal.

Finally there are situations where milk can be used when there are no other priorities to use them on such as putting out burning teammates.
The atomic punch that is Bonk!
The bonk! atomic punch energy drink has a number of uses which can be useful for you and your team. Below are 4 uses of this drink:

1: Collecting cash in dangerous conditions
Simple enough. If there is cash guarded by an engineer bot and his sentry or a very large mob of robots that will be very difficult to get around, then you can use this drink to get to it safely.

If you are using a different secondary and you know the cash will be difficult to get, when you die, you can equip the bonk and then use it to get the cash. Then you can switch back to your original secondary.

2: Body blocking
Since you are invincible whilst under the effects of bonk, you can abuse this by body blocking giants who would normally destroy a large amount of your overheal or kill you.

3: Distracting enemy fire
Robots will still target you if you are under the effects of bonk. Use this to get their attention so while you are eating bullets and explosives your teammates can kill them easily.

4: Blocking enemy fire
You can stop explosives such as rockets and pipes from hitting your team by getting in their way and catching them. This allows your team to avoid taking damage and keep fighting the robot horde.
"Alright, I'm feeling good!"
So now you know how to play the cocky merc from Boston in Mann Vs Machine. You should be ready to supply you and your team with cash and help them out. Now get out there and knock some heads!

Thanks for reading! Remember to leave a like and favourite if you found this guide helpful!
39 Comments
HeftyHarp 8 Nov, 2015 @ 7:48am 
one of the best guides ive read so far. well done! :steamhappy:
Killo 7 Nov, 2015 @ 5:02pm 
OVER 9000
hello? 7 Nov, 2015 @ 3:50pm 
BEST GUIDE EVER USED IT AND IT HELPED A LOT THX M8 :D
duddsarino 7 Nov, 2015 @ 2:18pm 
This is an incredible guide good work dude the amount of effort you put on this is awesome
Bonkpan 7 Nov, 2015 @ 10:16am 
I RATE THIS 99/100 SORRY CAPS
KingViper115 7 Nov, 2015 @ 6:31am 
to be honest with you. this is one of the most favorite guide i have ever seen.. they way you put effort on this is outstanding.

i rate this guide 10/10 :steamhappy:
epic guide man, i like the time you put into this
Psiko 6 Nov, 2015 @ 3:28pm 
You're welcome.
The Killer Duck  [author] 6 Nov, 2015 @ 2:58pm 
@Gentleman Psycho #GEWP Thank you for spotting that. I have corrected that now.
bbb 6 Nov, 2015 @ 2:48pm 
Nice guide, thanks!