Team Fortress 2

Team Fortress 2

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Ready for Loot!: The Things You Should Know Before Manning Up [MvM]
By Jet and 1 collaborators
Ready to Mann Up? This guide shows some general knowledge you can use to jump straight into the battlefield without struggle and some techniques/tips you can use to take on most challenges of Mann vs Machine.
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Foreword
Man, 10k viewers already? I never thought this guide would skyrocket that much in popularity. Which leads me to the following: Thank you guys SO MUCH. It's amazing to me that people around favorite and share this guide. I feel like I've accomplished the goal I looked for: teach the community the little things that can be valuable in one of the most challenging gamemodes if not prepared. And thanks to you people, this guide made it way further than I would've ever asked.
And for the people that are new to my guide: buckle up and enjoy the ride! I've made my best to be clear and general so that you come prepared to Mann Up.

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Thanks for your support!
Introduction
So you've played a lot of Mann vs Machine in Bootcamp and you are tired from the same easy missions and carrying lazy teammates through most server maps. You're tired from getting into modded community servers that kill the experience or you simply wish to play for loot. Then I'd guess it's time to get into Mann Up Mode!

The wonderful world of official servers and access to special loot gambling is as exciting as it sounds! But first, there are some things you might want to know before jumping in. Sure, Bootcamp might've given you enough practice, but in harder difficulties, missions can be twice as unforgiving, so watch out, and take a look at what you can learn before jumping into the line of fire.

So without further ado, the things you should know are:
Bootcamp is still your friend
One tiny mistake I've experienced often is that people might stick entirely to Mann Up just for the sake of practicing or honing skills they don't have yet. While it is good to learn in real time, sometimes you'll find yourself disadvantaged if you happen to let the team down in failing at your role. Bootcamp is easy enough and features a bit less caring side of the community, allowing you to overachieve and practice skills in lower difficulty settings. You can also play all missions in Bootcamp, so you can easily check out how to perform in a designated mission.

If you still wish to practice while Manning Up, have friends on your side that can hand you pointers and also protect from votekicks (at least two friends are recommended for this).
As long as it isn't a 10-man infinite money community server, you can review the stuff you've learned and have a bigger chance at higher difficulties.
MvM Etiquette
Regardless of all the opposing views you'll see on every issue, all of us can agree on one thing: a*sholes get kicked. Since you're reading this guide, that won't be a problem. But it's always handy to keep in mind.
Beyond our unspoken Golden Rule, here are a few key points to keep you in the right.
  • Communication
    Let the team know you're alive and that you speak their language. If they have a problem with you, speak up and ask how to fix it. This leads us to point 2.
  • Capability
    You should've proved your worth in Bootcamp already, but do mind you amount of skill.. You can be the friendliest player out there, but there are some guys who will kick you if you're bad at the game. Or in most cases, bad enough.
  • Concentration
    So how do you know you're capable? Keep tabs on your score with the TAB key. Ask your teammates if you're doing well. Always be conscious of how well you should be doing and look to improve every game.
  • Consciousness
    If you are concentrating on the game, you are conscious and this is good. Please refrain from trading while playing, going AFK, refusing to ready up, etc. If you're not prepared to be involved in the game, be prepared to be kicked fast.

Even if you are following every rule out there, being a real role model, there are still guys out there who, for some crazy reason or another, will kick you. And all your friends. When this happens, don't take it personally. Join another game, make another lobby. The fun only stops when you decide to stop it.
Class Roles and How They Work
There are five main roles in MvM that must be done by the team:

  • Ammunition Supply - Fighting hordes chews up a lot of ammo, especially for main damage classes in the team like Soldiers, Heavies, or Pyros. The only class that can fix up this problem is the Engineer through his dispenser. Some team setups can skip the need of ammo, but most of the time, the Engineer is the only class capable of filling this gap nicely.
    Lacking an Engie can lead to running out of ammo at the worst possible moment.
    To perform the role, just take care of your dispenser and keep it up with the rest of the team. Rebuild/fix if necessary.

  • Money Picking - Bots drop money after they get killed. Picking it up allows your team to buff themselves with upgrades every wave. As a plus, getting all the money in a wave means getting extra cash, which is a good luxury item to have, even though any mission can still be playable without bonuses, even with a B rate pickup. Classes like Scout were built specially for money picking, but a Spy can easily perform the same role as a Scout. (although he is better at backstabbing giants) One gets overheal from money, while the other can go for it fully unharmed while disguised, making it a fair money picker. Orthodox class setups can also mean classes like Pyros or Demoknights can pick up money. Sniper kills can automatically pick up money.
    Lacking a money picker will make the team struggle in later waves if their upgrades cant pick up with the incoming waves.
    To perform this task, simply pick up the money any bot drops.

  • Medic Picker** - An important role in most missions. It consists in killing Über-Medics, a variation of a Medic bot that übers enemy robots to push forward. If they are gotten rid of in time, the team can avoid this über pushes, so prevention is key.
    The Demoman is amazing for the job. Laying a sticky carpet over the path of the über-meds can get rid of all of them in a single blast before they get the chance to pop their übers. Another class that works in an easier fashion is the Sniper with upgraded Explosive Headshot. Simply put, an explosive headshot can get rid of a medic by just landing a headshot on its pocket.
    The Spy can also get rid of most medics, but this is outshined by the fact the he is better off stabbing giants over medics in his priority.
    Lacking a Medic Picker means robots can have a chance at pushing forward and getting the bomb to the hatch.
    To perform the role, use a powerful enough damage burst to clear all medic clusters in one single shot. EH and sticky traps can do it just right with a little movement prediction.

  • Damage per Second - Easily enough, a class that can do damage en masse.
    There are two sides of the coin for this: Crowd Control and Single Target.
    Crowd control DPS means any class that can easily kill clusters of robots. Classes like Soldier, Pyro, Demoman and Sniper can achieve this easily. Not having a crowd controller means small bots might get through the defense line or crowd up on your team, making it impossible to stay alive with little bots threatening you.
    Single Target DPS stands for any class that can do ridiculous damage to one robot at a time. Sometimes underestimated, they can be useful at the job of killing giants because of their high DPS on them. Classes like Scout, Soldier, Pyro, Heavy, Engineer, Sniper and Spy can work out most giants easily. Lacking a Single Target DPS might mean giants can become troublesome.

  • Tank Buster** - Tanks are bullet sponges that can deliver the bomb without being stopped unless destroyed, so it's important to have a class that can deal with them easily. Arguably, the best tank buster in the whole class roster is the Pyro. Damage Scouts, Soldiers, Engies and Demomen can deal quite some damage to tanks too. Note that all of Heavy's Miniguns deal only 25% damage to tanks for balancing purposes.
    Lacking a Tank Buster could mean a failure if the tank isn't destroyed due to enough damage dealt upon it, so it's important to have a good damage dealer in the group.

The most important thing to remember is that almost any class setup can be done as long as it has covered all of these roles, so it's pretty okay to experiment. DPS roles aren't redundant, but do watch out for any class that doesn't fill the role gap in the team.

**Note: Not all missions have Über-Meds and/or Tanks. Feel free to omit such role if given the case, but be wary if any of the two get to come.
HUD Stuff
You should know by now how does this cluster of info in your screen works.

Before a wave:

Up on top you get to see the team portraits that shows the classes your team plays and who pressed F4 already. On top of the class portraits, there's the wave description that shows the robots that are about to come. Simple stuff that can feed you on data that you might need that many people often omit. It can be essential to know the wave setup in order to upgrade accordingly.
Too many giants and little to no small bots? You might wanna omit that health on kill for now.
Crit boosted robots? Either dodge them with a speed upgrade or get crit resistance for good.
The list of examples goes on.

During a wave:

The bottom left corner of the screen will start functioning by registering how much money you have missing on the ground in the yellow box next to the green one. A green number means you have all the money so far. Black numbers means you missed something. Be aware of this number at all times, especially when you are the designated money picker.
The thing in the middle and at the bottom is the bomb status. The arrow points to the bombs current location and the bar underneath shows the stages of the bomb carrier being buffed by picking up the bomb. Use it to make sure the bomb carriers don't get through nor get buffed at all.
Bomb Buffs
When a bot picks up the bomb, they happen to get buffs over time. The bots taunt in place and make a sound cue when they obtain these buffs. Do NOT allow a robot to stay a long time with the bomb or you'll have a harder time trying to kill them. The buffs that the enemy team can obtain are the following:

Damage resistance to enemy attacks. Takes 5 seconds to earn. It's shared with nearby robots, so watch out and try to kill the bomb carrier quickly. Steel Gauntlets will become a b*tch to deal with.

Health Regeneration of 45HP per second. Takes place 15 seconds after the first buff is obtained. A teammate alone might struggle getting rid of the bomb carrier. Use a high-damage input like a burst, or a stream of continuous fire to get rid of the carrier.

100% Critical Hit Chance. Earned 15 seconds after the previous buff. Instant kills on most classes without crit resistance. You'll need to ambush and destroy the bomb carrier ASAP before he manages to push. Kill setups said in the previous buff section help here.

As I mentioned before, keep an eye on the bomb and the enemy buffs with the HUD indicator on the bottom of the screen. Giants do not get these buffs by picking up the bomb, but they won't be slowed down either.
How to read the Scoreboard
Did you know that by holding Tab you can see the server's score?



Many people use the Tab button to check on how many tours the team has, but it all basically boils down to showing who is doing what.
  • Tour: How many tours every member has. This parameter is only shown in Mann Up, so this is a good indicator if the server suddenly becomes Boot Camp. Take tour numbers with a grain of salt.
  • Score: An overall combination of what you've done. Defenses, kills, assists, backstabs, headshots, revives, medic drops, support and other stuff is registered here. This section isn't as important as the other ones
  • Damage: Straightforward. This counts only for damage done to robots, since tank damage goes in another slot. The guy with the biggest damage in the server is probably a cool guy. Classes can often be hindered from huge damage numbers from dedicated teammates. Also, depending on the Damage role they're given (Single Target, Crowd Control, Tank) the damage numbers can vary per class. This number can be inflated in some missions with Medics or Health regenerating robots. Damage can also be "stolen" with the help of damage boosts like crit canteens, so watch out.
  • Tank: Damage done to tanks. Pointless in Mannhattan (pun intended). Some classes are more efficient into tank busting than others. You can check with this if they can do the job. It's not as important as damage, but even then, tanks can be an issue to unprepared teams.
  • Healing: How much health you've given to your teammates. Kinda useless. Medics always top this one.
  • Support: A strange parameter that measures the little things you do for the team. Things like killing medics or buffing teammates increase this part. Other things include airblasting, shielding damage, and übering/kritzing teammates. You can check if a demo/sniper iis dropping meds by checking this score.
  • Money: This serves to find out who is the greediest guy on the team. You can check how well the designated money picker is doing. Scouts, Spies and Pyros often have high money pickups.
  • Ping: The score nobody wants to top.
Other info is featured in the lower corner where you can check how much money has been picked per wave, how many bonuses you've gotten, what kind of robots remain for the wave and
how much you dumped into canteens, upgrades and refunds.
Make sure that the class somebody picks matches with the thing the class excels at, otherwise a teammates could be dragged or deter the team's performance later on.
Note: The kind of damage the class performs is shown in parenthesis to give an idea of what defines the damage of each class in a mission:
  • Scout: Money, Support to an extent. Props to the scouts that can pull off money AND damage at the same time. (Single target)
  • Soldier: Damage, Tank. Support to an extent. (Crowd control)
  • Pyro: Damage, Tank. (Single and Crowd)
  • Demoman: Damage, Support for medic picking. Tank to an extent. (Crowd control)
  • Heavy: Damage, damage, damage. (Single target)
  • Engineer: Damage, Support from Ammo, Healing and Tank to an extent. (Single and Crowd)
  • Medic: Healing and Support. Support is important because it's measured over how much damage you boost for your teammates.
  • Sniper: Damage, Support for medic picking, Ping. (not really) Money is also a good indicator over how many kills a Sniper is getting due to the "red money" mechanic. (Crowd control)
  • Spy: Damage and Money. If there is a Scout picking up money you can care about the Spy's damage instead. (Single target)
About The Inspect Button
By default, the F button can check on your teammate's items. In MvM, this "Inspect" button can show the upgrades and loadout that your teammates have. It's just a matter of aiming at them and pressing the button. It should show you a menu similar to that one of the Upgrade stations, but instead it shows what loadout they've picked and how they upgraded it. Other teammates can do it with you as well. If you press the inspect button while looking at nobody, it will show your upgrades instead.

This data is useful for whenever you need to figure out how prepared the team is or what is their plan for the wave. You must learn to identify who knows about their class and if they know how the upgrade priority per class works. Telling your team about concerns regarding upgrades that gimp the role of their class is vital to get through all of the waves.


(Notice how I'm a Pyro, yet I can see the Scout didn't upgrade much.)

WARNING: Engineers in the first wave should AVOID inspecting other teammates if they have Upgrade Building Canteens. Doing so removes your canteens and you'll have to repurchase them.
To nullify the canteens dissappearing, self-inspect yourself as an Engie, and then you can inspect teammates without your canteens going away. Inspecting another Engie works, too.

Don't ask me why.
Map Layout
There are six maps in the MvM gamemode, each of them with their own unique features (i.e, Mannhattan lacks tank entrances, but has cap points for the enemy team). Having some basic knowledge over how the map's appearance is more than enough. A trip through a map before a wave start can come in handy to memorize spots which the team can settle in. It's as simple as strolling to the front line and checking where exactly you can attack and where you can fall back.
How to read Bomb Routes
Have you seen the blue holograms before each wave start?



Those indicate the route that robots will take. Classes like the Demoman, Engineer, Pyro and Sniper should take special consideration of this bomb route to know where exactly to aim/place a sentry/place sticky traps. These routes change time after time so make sure you can tackle the chosen route accordingly.

Pyros can take advantage by abusing a bomb reset with a well placed airblast, but only full resets seem to be worth it, and those only appear in Coaltown, Bigrock, Mannhattan and Rottenburg, which need that the robots push through so much they are almost at your spawn, so its pretty situational and never a necessity.
Bodyblocking/Sentryblocking


I can't stress enough over how vital this fact is. Bodyblocking means exactly what it sounds like: use your body to avoid someone from going through. Although this might seem like a bad idea (given that no one wants to get closer to deadly weapons) this saves everyone from threats like Giant Scouts. Bodyblocking has the perk of stopping a robot in their tracks and maxing out your damage due to ramp-up, which makes Heavies ideal for the job (Read "About Damage Ramp-Up"), but other classes can bodyblock too. This also saves money spent on slowdown upgrades.

Now if you don't want to get hurt at melee range, sentryblocking is a safer option. An Engie's sentry doesn't get crit damage, nor it gets knocked back unlike a teammate, so it's often used as an effective barrier against Super Scouts without the need of risking a teammate's life. Try to find out each and every "sentryblock spot" for every map for this technique to work.
Building Spots
Engineers must know some good positions in order to keep their sentry alive and feed their team with ammo. Every map has some pretty good spots in order to achieve this. It's not obligatory to memorize these spots, but they've proven to be the easiest positions to handle hordes, tanks, fallbacks and the dreaded Super Scouts.
You might want to check out this guide. It was written recently and it's pretty cool. It features screenshots of good building spots for newbie Engies, so make sure to have a look:
http://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=269131530
Some pointers that might help:
  • It isn't written in stone that those spots are mandatory. Try experimenting with other spots.
  • The dispenser's healing beam is glitched. It is capable of feeding ammo to teammates through walls. You can utilize this to pick some corners and covers for setting up.
  • A sentryblock spot needs a corner and a little spacing to work. Super Scouts (and many other bots) always take the tighest turn possible, so those positions can stop them. Think of this for when you need a clutch.
  • If the team moves up, move your dispenser up. If the dispenser blows up, rebuild it ASAP.
  • Mannhattan is the perfect place to kill teammates when you put the teleporter facing the grinder or the banana.
About Damage Ramp-Up
An important concept both in PvP and MvM, "Damage Ramp" is one of the must-learn mechanics of the gamemode. It's simple to understand:
Originally posted by {nBn} Beebs:
The closer you are to your target, the more damage you will do.
The concept is further explained in his guide: (Save it for later, since it's a long read)
http://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=522062448
Now, how does this apply to Mann vs Machine?
  • You deal extra damage the closer you are to the robots while firing. This is called ramp-up.
  • You deal less damage if you stay far away from robots. This is called fall-off.
  • The only exception to the two previous rules is the Sniper with his Rifles and the Demoman with his pill-launchers.
  • Demo stickies follow a different ramp-up mechanic. Set your traps early to avoid any fall-off.
  • Explosive classes like Soldier and Demoman get their best possible damage upon direct hits.
  • Rocket Specialist negates damage fall-off, but only the first point is needed for the effect.
  • Crit/Mini Crit boosts negate damage fall-off. That means that your weapon will deal it's meant base damage, with the multiplier from the boosts.
  • However, Mini crits actually benefit from ramp-up, since the multiplier is added once the game calculates the original damage. So get close if you have minicrits.
So how close to the bots must I be if I'm X class?
Far: Sniper.
Far-Mid: Still Sniper.
Middle Range: Soldier, Demoman, Engineer, and Medic.
Close-Mid: Heavy, Pyro, Soldier, and Scout.
Touch them: Heavy, Pyro, Scout, and Spy. Medic for über-farming.

But I'll die if I get close!
Classes that work in the closer ranges can actually benefit from upgrading resistances, Health on Kill and Health Regen. Health-on-hit buffs given by some items (Concheror, Mad Milk, Upgraded Syringe Gun) can work wonders by letting these classes "outheal" any incoming damage. Ambushes also work wonders if you know how to handle the robot's AI (Read "Why bots pay attention to you"). It's just a matter of stocking on health or shooting first.

And as a final benefit, the more damage you deal up close, the quicker the threat will die.
Circlestrafing
A skill which many people seem to forget even exists, circle strafing works wonders in MvM. Most classes benefit ridiculously from this given the fact that bots are dumb. Just like in PvP, circle strafing is the act of spinning around an enemy player while keeping aim on said player. This means that as long as you can aim, you can earn free shots on the opponent while he has a hard time catching up with you.

In MvM, it's no different and it yields amazing results. This ability is most commonly performed against Giants and can even lead to taking them down solo style!
To perform this technique, you need to have these in mind:
  • You need SPEED to move around your target. The robot AI takes time to reposition it's aim. You must go faster than a giant's turn for that matter. A Scout's speed (133%, or 400 Hammer units per second) should be enough to outrun any shot, but faster is better, so go nuts.
  • You need PROXIMITY for two reasons. First, ramp-up damage will put down the threat faster. Second, it makes the circling tighter, so even at mediocre speed, your angular speed becomes higher because there's less radius from your position and the guy you're circumventing.
    If you don't know what that means, it means you'll circle faster the closer you get.
  • You need DAMAGE to put down the opposing bot as fast as possible, because it'd take years for you to kill that Giant Heavy with a pistol.
Classes that can benefit the most from this
  • Scouts, which have high speed and have a scattergun that deals heavy damage up close.
  • Conch Soldiers. The speed buff from the conch (plus the health on hit) with some speed upgrades can allow you to solo giants. Only drawback is the fact that you get splash damaged, so you can't get really close.
  • Pyros. Specially Backburner Pyros since they are bound to deal critical hits from the right angle.
  • Widowmaker Engies if you feel Texan enough.
  • Medics don't use this to kill (often), but it works for whenever they want to farm über, too.
  • Spies. This actually requires some good starting position and ridiculous timing, but it's super rewarding when you can manage to make them chase you and you can turn around them while catching their back.
Side benefits from this include that the rest of the team isn't being murdered so they can actually take advantage of you being a distraction from the rest of the team. The common term for the attention a robot pays to a teammate is called Aggro and it's the reason why circlestrafing can benefit the other 5 members by not being a target. Speaking of aggro...
Why bots pay attention to you
BECAUSE YOU ARE SHOOTING AT THEM, AM I RIGHT?

The principle of aggro is pretty easy to understand. The bots aim to the nearest threat they can get their eyes on. If they don't see anyone, they'll go looking for the closest teammate to them. If the targeted teammate leaves the bots' sight, they'll move on to the nearest teammate, and so on.
Bots also have this weird obsession with Sentries, Medics, and undisguised, visible Spies, which can override any original aggro they had and force them to get rid of the stuff mentioned. Managing aggro means that somebody on the team can act as a scapegoat while the others have a perfect window to fire endlessly without being fired back at.

I'd like to discuss about how your teammates can exploit aggro to their best, but I'd instead like to link to this guide made by itsgalf who lists most, if not all the ways you can take this principle to your advantage. Tell him I said hi:
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=280425208
How to deal with Sentry Busters
A Sentry can often be seen as a ridiculous powerhouse due to its damage, health and legal aimbot. In order to counter this, a Sentry Buster is sent everytime a certain criteria is met:
  • The sentry killed 15 robots already.
  • The sentry has dealt 3000 damage.
If either of the two are met, a Sentry Buster is summoned to destroy the sentry.
Sentry Busters are fast (187% speed) and have 2500 health upon spawning, so it's pretty hard to kill on its tracks. In order to destroy you, they get to your sentry and arm themselves for detonation, but it takes about 3 seconds to do so and they stand perfectly still. If you pick the sentry up, the Buster will follow you instead and detonate as soon as he touches you.

Just pick up your sentry before it explodes.
Or if it takes too long to arrive, pick up your sentry, give the buster a little kiss then move out of the explosion range, which is 3 teleporters of radius.
And for the love of everything, SPREAD OUT YOUR BUILDINGS. Turtling as an Engie will only lead to the destruction of your other vital buildings in the blast radius (dispenser, teleporters) and hinder the team in the process.

That's cool and all for engies, but what about the rest of the team?
  • Classes like Soldier, Pyro and Heavy can charge up their rage meters with the Busters.
  • Medics can übersaw them for free juice. If you upgrade run speed as Medic, you might get all 4 übersaws for a guaranteed full charge!
  • Everyone can deal damage to a Sentry Buster, but if dealt fast enough, it can deplete its health and detonate in the middle of the robot crowd, killing bots in the radius instantly. It doesn't work with giants or tanks, however.
  • For every class: Try not to slow down Sentry Busters. You distract the sentry from firing at the other robots and remove yourself from tools you could use later on. Let the engie deal with the Buster on its own. Do not slow a Buster unless you plan to kill it.
How to deal with Supports
Support bots are like the filler of some special roles in the game. Given their different attack natures, they're usually spawned sparingly. These guys can be huge threats if left untouched. Here's what you need to know:

General
Wave supports won't stop spawning until the wave ends by killing the normal bots. That means killing supports will not advance the wave progress. The Announcer makes it clear whenever one of the supports spawn (except for the Sniper, which is announced through class voicelines) so pay attention and make sure to headhunt the guys. In a similar fashion, you can get to ignore them if they aren't a menace to the team and focus into ending the wave as fast as possible. The former is recommended. Other bots besides the listed ones can be made into supports, and they will spawn indefinitely until the normal bots are disposed of.
The most troublesome kinds of support bots are the following:

Snipers
Long ranged scumbags with a passion for charged bodyshots (150 damage). They can't headshot. Variants include a version with Razorbacks and a version with the Sydney Sleeper. Other than that, they share the stats of your common sniper, so any class with an approach or range can take on them easily. Huntsmen Snipers aren't support bots.

Spies
Evil french tricksters. They usually spawn behind your team and try to catch you when you're busy. The announcer actually mentions how many spybots remain at all times, so pay attention when hunting for spies. Since they like to hide when they failstab, the best ones to take them down are Soldier (splash damage), and Pyro (afterburn), both individually and in clusters. Any other class can take them down too. Turn around every 5 seconds or less it they are on the loose.

Engineers
Texas. They build whenever they have the chance. There are four variants of this bot regarding where do they spawn (normal bot spawn or instantly in the map spot) and whether they can build a teleporter or not. Engiebots also have a heavenly ray of light above them, revealing their position. Sentry counter classes like Soldier, Demoman, Sniper and Spy can easily dispose of the sentry/Engineerbot. Top priority falls into destroying any teleporters they've built. Bots use this as a second, advanced spawn from where they come out invulnerable for a short time. Make sure the Engie is dead so buldings aren't redeployed or fixed.
How to deal with Medics
The Medicbots in MvM play the role of pushing forward. Next to Giants, these guys can threaten to break the defense lines if not taken care of correctly. This was briefly mentioned back in the Roles section of the guide, but it needs to be stressed out in Mann Up due to the increase in appearance.

There are three variants of Medicbots:
  • One that wields a Quick-Fix, but never pops übers. Heals fast.
  • One that wields a Stock medigun and arrives to the battlefield with über. These are the most common kind of Medicbots to appear.
  • One that wields a Stock medigun, arrives with full über and builds up über again faster than its counterpart, but at the cost of a shorter length übercharge.

The first kind can be easily tackled as any normal bots. Of course, that means their heal target willl remain alive as long as the heal beam is still active. The other two kinds, however, need to be destroyed with burst damage. To deal with them:
  • Have a Demoman, or a Sniper with Explosive Headshots. Both can land an area blow that gets rid of medics with equal damage. In later waves, a Soldier might have enough strength to pick the medics on his own, but be wary that he can still pop them with splash damage.
  • Anticipate their route to lay traps accordingly. Places where the robots have to turn around a corner are great spots to use, since most medic groups pile up while turning.
  • Don't take too long to shoot. If possible, blow them as soon as possible with the same anticipation method.
  • If one of them manages to pop, stay away from the patient's fire, attack some other vulnerable robots, don't let the bomb move forward, and finally, bodyblock if necessary. Bodyblocking the heal target is viable if he doesn't have aggro on you or if you can take the shots. You can also block the medic to render the über short.
  • Something a little niche: If you worry about medics popping, try removing the real threat first by killing the patient with a high damage burst. This forces the medic to retreat and switch targets, leaving them vulnerable for a short while. Just remember to kill them afterwards, since they can still heal/über patients. This can work for crowds, but will be harder to pull off for pocketed giants. Try getting rid of the medics first if that's the case.

About Giant Medics
Oh boy.

The most important thing to know is that you should treat this giant different from others.
First of all, they wield Quick-Fix mediguns and arrive to the battlefield with a full über. The Quick-Fix has a ridiculous healing speed so unless you have a powerful enough sticky trap to fully deplete the patient's health, the patient won't die as long as the medic lives. If the Giant Medic reaches a health of ~50 OR its patient's health is depleted below 50%, it will pop a Quick-Fix charge, that is both knockback proof and virtually invincible, so it's possibly one of the biggest threats in the game.

Here, watch this video from Hacked Exhale showing how Giant Meds work. Turn on annotations:
https://www.youtube.com/watch?v=F9I6YT7kcyY
To avoid popping them, you must have a ridiculous damage output from all sides. Classes like Scout, Soldier, Pyro, Demo, Heavy, Sniper, and Spy above all can perfectly dispose of a giant medic, BUT:
  • Scout must get up close and land meatshots. It's already an easy target, so you just gotta get close. Marking and milking can help the team bring it down faster while avoiding the risk of having such a low damage. Non-meatshots can risk popping the med.
  • Soldier must get up close too. Fall off damage can get low enough to pop a medic.
  • Pyro MUST NOT STOP ATTACKING UNTIL THE MEDIC IS DEAD. A medic on fire is way more likely to pop due to the afterburn. This can be avoided by having a constant stream of crit-boosted fire instead of risking the afterburn screwing it up. Crit weapons like the Backburner or the Phloginstinator should work best to take out the medics. If you fear popping the medics as Pyro, just tackle any other bots.
  • Heavy must be up close. Like, bodyblocking kind of close to avoid popping. Same logic of "up close" from Soldier and "not stopping" from Pyro apply here.

Demo, Sniper and Spy should have it easier. Waiting to nail the final and lethal blow with a charged headshot, a well placed sticky trap or a stab combo makes them ideal to take the medics out. Just remember not to delay your shots too much!
Another method involves removing über from the Giant Meds with the Engineer's Pomson to avoid it from popping, so teammates don't have to worry Not a necessity, but a neat sidegrade.

There's another variant of Giant Medic that has a higher health regeneration (50HP per second), but it can't über due to a slower charge rate. They wear a distinctive Surgeon's Stahlhelm. The previous strategy works perfectly fine for it. You can attack without fear of popping this one.
How to deal with Tanks
These things put to test the overall DPS of your team. Tanks spawn with specific amounts of health depending on the wave and mission, with the largest possible amount of health for a tank being 60000 HP. It's unstoppable, but harmless, so you can get as close as you can to attack.

Most of the classes should take on this behavior whenever a tank comes in:
  • SHOOT UNTIL IT BLOWS UP: Soldier, Pyro
  • You might have something else to attend to since you kinda suck at this or you matter more in the frontlines, but feel free to come by when you're finished, okay?: Scout (money), Demoman (medics), Heavy (75% damage nerf to minigun against tanks), Non-Kritz Medic, Sniper (poor tank damage or medics), Spy (super poor tank damage)
  • You can follow the tank if your teammates aren't dumb enough to die without you: Engineer*
  • Go farm über, THEN I'll consider you helpful against this thing: Kritzkrieg Medic

Other stuff
  • Be careful when getting close to walls. Tanks can crush you with another surface in the stupidest way possible. Just stay in front/back/on top of it all the time.
  • If you're a Phlog Pyro and you equip the Detonator, you can jump on top of the tank, then taunt. The taunt animation will cancel and you'll have and extra second of crits to enjoy.
  • Diamondback Spies and Kritzkrieg Medics should farm kritz from basic robots.
  • *Don't underestimate an Engineer when placed on tank duty. A Sentry combined with the random crits of a Max Swing Speed Wrench can be pretty damn lethal against tanks. He isn't Pyro-level tankbusting good, but pretty much one of the best contenders.
  • Speaking of Engies, Tanks crush any building in their tracks. Watch your positioning.
How to deal with Super Scouts
The Super Scout is one of the largest threats in the game given its speed and ridiculous mechanic. Like a Grab'n'go robot, Giant Scouts can slam dunk the bomb if not dispatched off soon enough. If you let this guy pick up the bomb KILL IT AS SOON AS POSSIBLE. The advantage of this robot is the fact that the have low health (1200 HP) and they are really stupid over choices of weaponry and routes. If you want to stop these guys on their tracks:
  • Bodyblock or Sentryblock them.
    If you read the previous sections of the guide, you know how to perform this already. This is vastly recommended over the other alternatives.
  • Slow them down.
    Slowing down these guys is an easy task. Just pick a weapon with a certain upgrade and you're good to go! However, this can sacrifice some cash and damage depending on the method chosen. If you plan to rely on slowdown, have only ONE class doing the slowdown.
  • Have a quick kill, burst damage setup.
    Preemptively get rid of the scout by setting up a trap with either stickies or a sapper with well-placed backstabs.
  • Let another guy pick it up.
    As long as the Super Scout doesn't have the bomb, he isn't a threat. Therefore, letting a small, slow bot alive with the bomb while you kill the Giant Scout is a valid strategy.
Watch out in particular for some variants that have extra health, but are slower. The same methods mentioned should work in this scenario. There are other versions of Giant Scouts with special weaponry like Bonk!, Sandmans, and Force-A-Natures, which are more common in Operation Two Cities. Your best possible resort against them is sentryblocking, combined with a high, raw input of damage. Keep that sentry alive, and make your teammates block!

If your team let a Super Scout go through, you honestly didn't deserve to win the wave anyway.
How to deal with Money
Just have someone pick all of it.

No, really. That's all there is to it. Scouts, Spies, Pyros, and other close ranged classes can take on the role on their own while still doing damage and killing threats. Sniper can get "red money" by landing long range kills. This is autopicked and safe to leave, although a Scout can still pick it up for health with no drawbacks.

Maybe one warning. If you don't have a Scout and your Demo/Soldier is a c*nt, money that falls outside of the map into enemy spawns can't be picked up. Be careful.

WE NEED A+ TO WIN!
No you don't. Most, if not all missions in MvM can still be done with a B rating money pickup grade with a little more effort, that is. Losing more money than that is just overkill. Also, money scores don't influentiate loot drops, so don't even think about restarting a whole mission if you don't get a perfect score.
How to deal with Giants
God help us all.
Giants are larger versions of their counterparts that possess a large size and a larger health pool. If they pick up the bomb, they won't be slowed down, but they won't get any buffs either. Their weapons often have ridiculous stats that make them lethal to any class.
To take them down:
  • The Scout has many debuff tools, a Scattergun with great damage up close, and he's the perfect scapegoat to fully circlestrafe a giant.
  • The Soldier has team buffs and a nice damage setup.
  • The Pyro has two perfect crit weapons for the job, Backburner being even better.
  • The Demoman can preemptively set up deadly traps for giants.
  • The Heavy deals a huge amount of damage if he has Ramp-up.
  • The Engineer can act as a scapegoat too, with a near invincible sentry to take shots and a constant firing stream. For an added bonus, he can stall giants through sentryblocking.
  • The Medic can easily farm über from distracted giants. The shield is also a great tool for survival.
  • The Sniper should have an easy time spamming headshots on a big, slow target.
  • The Spy can take half a giant's health with a maxed knife in less than two seconds, making him the best giant killer in the whole roster.
The strats of every class above can be applied to any giant, specially Boss Giants. The important thing to know here is that a giant can only be taken down with the focused fire of all classes.
Crit boosts and health buffs also help a lot to take down a giant, but make sure you have good enough damage before you have the helping tools.
Basic Recommended Loadouts
A rule of thumb in MvM is that "every setup is doable", but nowadays with people that can get a little bossy, you gotta make sure that you have some of the essentials. The weapons I list here are the weapons that have a considerable amount of efficiency in the gamemode. However, I don't plan to dwelve deep into each and every one of the classes and their functions. This section might sound opinionated, but I can guarantee the loadouts can work on Mann Up perfectly.
So let's make this clear:
A weapon in Bold letters means the weapon is arguably the best of the set.
A weapon in italics means the weapon can be efficient, but the setup is subpar compared to others.
Finally, all weapons listed without any of the two formats are OK to use. If I didn't mention a weapon, it's because it sucks.

Scout
  • Primary: Any gun you wish, although Baby Face's Blaster can suck given the spam of the enemy team.
  • Secondary: Mad Milk, Crit-a-Cola, or Bonk! The choice of aggresiveness or support is yours.
  • Melee: Sandman, Fan-O-War, Candy Cane
  • What to do:
    Get all the money. Shoot robots when you have time. If you can milk/mark giants, do it, but after that, don't be afraid to shoot. Support Scouts often focus into resistances while Damage scouts can go nuts with their gun upgrades. Your choice. Try a damage setup if you can.
Soldier
  • Primary: Beggar's Bazooka, Stock, Black Box, Cow Mangler, Air Strike. You might want to check out the extras section of the guide.
  • Secondary: Buff Banner, Battalion's Backup, Concheror. Righteous Bison is good on the lower difficulties.
  • Melee: The Escape Plan and Disciplinary Action are pretty good, but any Melee is good.
  • What to do:
    Max out reload speed and firing speed. Then go for damage. Upgrading a banner isn't worth it sometimes. Remeber to get a little close so your shots hurt more. Beggars follow a different upgrade route mentioned further. Shoot everything in sight. Toot your horn wisely.
Pyro
  • Primary: Either Backburner or Phlogistinator. Stock is alright.
  • Secondary: Any Flare gun. Doesn't matter much since shooting flares is outshadowed by your flamethrower. No Pyro secondary is worth using over your flamethrower.
  • Melee: Homewrecker can save your Engie, Backscratcher is good for relying on medkits, Powerjack has a speed bonus. Third Degree doesn't always work on too many Medics.
  • What to do:
    Max out damage ASAP. Health on kill, health regen and resistances will let you sponge damage. Ambush around corners. Time your crits. Burn any tank in your way. Only airblast if you need to. No, the robots being close isn't a valid reason. You'll just throw somebody's aim off.
Demoman
  • Primary: Any Pill Launcher is OK. Loose Cannon kinda sucks for damage.
  • Secondary: Scottish Resistance or Stock. For a Demoknight build, Charge'n'Targe.
  • Melee: Stock. Eyelander and Half Zatoichi are amongst the best for Demoknight setups, but people can mix it up with a Pill Launcher, too.
  • What to do:
    Choose which weapon you will dump cash into and STICK TO IT. Anything outside of stickies (or melee in some wild cases) might discredit you for a medic picker role. If you run stickies, get rid of the medics and lay traps wisely. If you run pills, have the mentality of a Soldier. If you run Demoknight, get resistances and max your melee. Play like a mixture of Scout and Spy.
Heavy
  • Primary: Stock or Brass Beast. Natascha is subpar in damage.
  • Secondary: Anything. A Sandvich is handy.
  • Melee: The Gloves of Running Urgently offer a neat speed buff, but anything is okay.
  • What to do:
    Upgrade your gun for Firing Speed, some Penetration, and Deflect Projectile. Resistances can let you tank more damage on the battlefield. Shoot the robot that carries the bomb and the rest shall follow. Get as close as possible to deal much more damage.
Engineer
  • Primary: Any shotgun works. Rescue Ranger and Frontier Justice are pretty useful.
  • Secondary: Wrangler. The Short Circuit and the Pistol are still usable.
  • Melee: Stock. Most of the Engineer's wrenches can offer some heavy drawbacks either in self defense or Sentry mantainance.
  • What to do:
    Keep all of your buildings alive. Sentryblock. Feed your team ammo. Upgrade Swing Speed on your wrench. Two-way Teleporters isn't really worth it. Do NOT buy a disposable sentry. Wrangle any larger threats. Move up if necessary.
Medic
  • Primary: Any Syringe gun will do. The Crusader's Crossbow can be a nice pick tool, but that forbids you from using the Mad Milk Syringes upgrade.
  • Secondary: In order of how good: Kritzkrieg, Stock, Quick-Fix, Vaccinator.
  • Melee: Übersaw. The other melee weapons are outshined by the perk of this saw.
  • What to do:
    Rack up übercharge with your saw. Über. Repeat. Get the shield upgrade and use it when the situation calls for it. Take any chance to farm über, specially around sentry busters. Max out your Running Speed for better farming. Get Milk Syringes. Heal. Pop as many übercharges as you can.
Sniper
  • Primary: Hitman's Heatmaker, The rest of the Sniper rifles are alright EXCEPT for the Classic. Think twice before using the Huntsman.
  • Secondary: Jarate or Cozy Camper.
  • Melee: Any is nice.
  • What to do:
    Upgrade Explosive Headshot and aim for the robots' heads. Add Reload Speed to that combo and you'll find yourself landing headshots nonstop. Find a good sniping spot in every map. Don't worry much about Jarate, since the time you spend throwing it is better off used shooting at the robots.
Spy
  • Primary: Every gun has it's little perk. If you're backstab-happy and hardly die, use the Diamondback.
  • Secondary: Both are okay, but Stock has been proven to help a little more around Engiebot threats. The Red Tape Recorder disables a teleporter without the Engiebot realizing, but it takes too long to destroy it.
  • Melee: Big Earner, Stock, Conniver's Kunai.
  • Invisi-Watch: Dead Ringer.
  • What to do:
    Get Movement Speed to keep up with the crowds (and the money if that's the case). Max out your Armor Penetration and your Swing Speed, and get resistances after that. You need to stab everything from behind. Murder Giant Medics, Giants, Steel Gauntlets, Snipers, Heavies, Soldiers and Medics in that order of priority. Stab first, then sap, then continue stabbing. Have the mentality that your sapper is Plan B and that your knife is Plan A. Disguise as something that won't slow you down.

If you want a more detailed explanation on how some weapons work and don't work, feel free to check out Quenquent's guide breaking down every weapon in the game. I agree with 99% of it and it's a good read if you're wondering if your loadout option works:
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=461752155&tscn=1579329037
Class Synergy
You might come to hear this term sooner or later. Given that you only have 6 slots as a team, you must be smart by picking the classes that you will use for the rest of the game. But I'm talking nonsense, since nowadays you have infinte refunds as an excuse to underperform and have an easy way out by changing to a better class for the wave. Refund rant aside, Class synergy is something that I can't teach in this guide without dupicating it's original size.

Why is this? For now, you should've read everything so far (and you have my respects, that's some sheer dedication right there) and realize the things you should know before Mann Up. Class synergy can only be known by experience. Theory will only get you so far. I can't explain how to deal with 3,003 different combinations of teams in a guide alone, so the best you can do is:
  • Understand all classes yourself
  • Overachieve with them
  • And analyze what every class can give and what every class needs
All so that you can get exactly how ANY setup can work given the perks and limits you have.

Most of the time, the only sort of trouble-ish combos are the one's with close proximity classes (Scout, Pyros and Spies), but if your team allows it, it all falls down on the skill of your teammates. Ridiculous setups can work given that everyone knows what they're doing.
Don't believe me?
https://www.youtube.com/watch?v=3MWbfGIu63k
In the end, learning to overachieve, familiarize and organize are the key stuff to learn whenever you get into a new server. It's a hard task when few people in the team know jack, but even three people can carry hard enough in any of the maps. Once you learn the ins-and-outs of the whole team, you're ready to take on anything.

Every setup is viable in MvM. With effort and knowledge, of course.
Some Minor, but Helpful Stuff
These are some personal facts that help along when most of the basics are already known. You can easily go off and take on the gamemode with all off the knowledge above without caring about these bits too much, but feel free to take a look for whenever they come handy.

Glitchy upgrades
Because MvM is a gamemode with barely any bugtesting, I'm obliged to warn you about some things you shouldn't waste your cash on:
  • Even with max speed upgrades, Scout's speed caps at 173% speed. Upgrades cannot go over that speed cap, so don't try combining BFB boost with speed upgrades.
  • The Rocket Jumper's Rocket Specialist upgrade somehow works. It stalls a bot upon a direct hit. It still deals no damage, however.
  • The Demoman's Half Zatoichi can be upgraded for damage and seconds of critical hit given that he has a demoknight build. The upgrades stay the same if you swap to Soldier, but keep the sword in your loadout.
  • The second point in Heavy's firing speed in any minigun does absolutely nothing. However, the first, third and fourth work as intended. You might want to wait to purchase firing speed until you can afford skipping the second point.
  • Another little thing. The Knockback Rage upgrade doesn't actually do much more beyond the first point. You don't get extra knockback or a longer amount of rage time, so it's not worth it to get more than one point. Killing yourself or swapping classes messes up your rage meter and gives you 10 seconds of Rage instead of the original 5.
  • Engineer's Sentry firing speed is pretty messed up. The first point increases your damage as it's supposed to. The second point only increases the firing speed of the sentry when it's being wrangled. The third point does nothing.
  • The Medic shield works as intended and it blocks projectiles like it should. However, it screws up airblasts from any pyro in your team while deployed.
  • Damage in the Huntsman is really messed up. I can't give you the whole list of details, but it often deals less damage than it should. Also, übering yourself will destroy some of your shots before they even hit a robot, be it with a canteen or a Medigun.

How to start kicks and why to start them
Let's be honest. Kicking is a necessary feature every now and then, but this tool can be abused by some members of the community that are harder to please or are just mean to others. The legitimate reasons in which somebody should use a kick is whenever:
  • Somebody is idle
  • Somebody is cheating
  • Somebody is doing anything but playing the game (trading excessively, for example)
Chances are that your team is also willing to kick someone for underperforming in the game. This is a valid reason in Mann Up, because you are given enough time (with a kick-protection timer) to prove yourself skilled. So if you see someone who is doing his task poorly and refuses to respond after his actions, then you're free to call the vote. Simply pressing Escape to open the main menu will show you the "vote" button and give you the option to kick someone.

About idlers in Spectator
These guys deserve a special place in hell. Going spectator doesn't free up their slot in the server, so they are essentially griefing by removing the team from another class. The worst part is that they don't appear in the votekick menu. Lucky for you, there's a way to get rid of them! Steam user Skyborne Scout explains it in his guide:
http://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=346541587
How to save your ticket for infinite Mann Up replays (if so you wish)

For this setup you'll need at least one ticket and attention to the game's progress.
There are two methods for this one: Either trade/put your ticket in the market for a high price before the game ends or disconnect before the last wave. The former will allow you to finish the mission without remorse, but you won't get any loot. The second one is safer and faster to achieve, but it must be done with time before the wave end, or the game will still think you finished the mission.

If you have spare tickets and still want to have unlimited plays, you are free to replay any missions you've already done without wasting your tickets. So leaving one mission without finishing means you can play in the other ones of the tour without any worries. You can also get Squad Surplus items from this method.

The Beggar's Bazooka secret
The Beggar's Bazooka is one of the most broken weapons in the gamemode. However, most people don't know the correct way to use it for the largest amount of efficiency.
The key is tapping the Fire button. The benefit of Beggar's is the fact that maxing out the Reload Speed allows you to cancel the reload animation quicker, firing instantly after it's done. If you quickly release single-rocket barrages, you can fire consistently until you run out of ammo. You can still load barrages to anticipate a crowd or to make a burst attack around a corner.

With this in mind, the Bazooka doesn't need things like Firing Speed or Clip Size. That means you can jump straight into damage right after maxing Reload Speed. This, combined with a banner of your choice can make for a pretty lethal weapon choice that covers both Crowd Crowd and Single Target roles.

But the deviation!
Get closer to the bots, scaredy cat. Your rockets will hurt more and are bound to hit something that way.
If my advice still doesn't convince you into the magical world of the Beggar's Bazooka, check out this guide made by Reindeer that mentions all the great stuff from this gun:
http://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=424077241
cl_mvm_wave_status_visible_during_wave 1




A neat command to have handy. By default, the wave description display below the progress bar disappears once the wave starts. The only way to check it again is by holding TAB. Typing this command in the console displays the robot horde even when the wave has started. It's handy for headhunting or anticipating threats.
Recommended Guides
Recommended Guides, Part Two
Still with me? Good.
These guides below discuss in-game mechanics with even far more detail. These ones take time to digest, but you're not obliged to read them. If anything, check out the first guide only for an idea of some of the stuff I've taught above.

Now for more technical guides!:
BASIC STUFF:
http://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=732848812
http://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=416382286
COMPLEX STUFF:
http://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=426921713
http://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=281878917
Changelog
January 29th, 2016
  • Fixed a detail in "How to read the Scoreboard". Picking up money doesn't count for points in the Score section of the scoreboard.
  • Added a missing map in "How to read Bomb routes" regarding deathpits for full resets.
  • Added some extra info regarding a variant of Giant Medic in "How to deal with Medics".
  • Fixed the "Class Roles and How They Work" Tank Buster section about Heavy, specifying that it's the MIniguns only that deal 75% less damage against a tank.
Thanks to Botspan and Dayal for the feedback!

January 30th, 2016
  • Added a bit of info in "How to read the scoreboard" regarding kinds of damage done and how it can vary depending on certain classes or methods.
  • Fixed a statement in the "Minor, but Helpful Stuff" section regarding Demoman's melee upgrades. Only the Half-Zatoichi can port it's upgrades to the Soldier upon changing class.
  • New section created:
    About Damage Ramp-Up
    The section explains the reason you should get close to the robots, AKA not be a scaredy-cat.
  • New section created:
    Class Synergy
    Featuring some basic knowledge over how not to screw up your teammates. WIP.
  • New section created:
    How to Deal with Giants
    Say your prayers. Learn how to take down the Gargantuars of Mann Up.
Thanks to Practice, Boomyz, and Doctor MeeM for the feedback!

January 31st, 2016
  • Added info in "About Damage Ramp-Up" regarding the Demoman.
  • Added another weapon to the Soldier primaries in "Basic Recommended Loadouts".
  • Fixed something in "Class Roles and How They Work" about money picking. Sniper automatically gets red money with a rifle kill of any kind.
Thanks to itsgalf, and Eye for the feedback!

February 1st, 2016
  • Added some small info in "How to deal with Medics" about the Engie's Pomson.
  • New section created:
    How to deal with Supports
    Because we need extras to make the mission interesting. Learn to control the assists of MvM.
  • New section created:
    Recommended Guides
    Why type about MvM stuff when I can have others do it for me? Just kidding, I swear.
Thanks to Twinsen and Jetster for the feedback!

February 2nd, 2016
  • Rewrote the explanation of the glitchy Sentry Firing Speed upgrade in the "Minor, but helpful stuff" section.
  • "Class Synergy" section finished. Will plan to rework it as I see fit.
Thanks to Fishtard for the feedback!
Special thanks to the MvM subforum for helping me out with the Synergy section!

February 7th, 2016
  • New section created:
    About The Inspect Button
    The invasion of privacy over your choices has never been so fun. Press F to pay respects.
  • Some minor edits that I'm too lazy to list here.
  • Added some info in the "About The Inspect Button" section regarding how to avoid losing your canteens upon an inspection.
Thanks to itsgalf for the feedback!

February 13th, 2016
  • New section created:
    Bomb Buffs
    Technology now allows metal to become lethal with nuclear energy conduction. Bomb stuff.
  • Minor spelling and grammar fixes.

May 22rd, 2019
  • Minor edits in "Why bots pay attention to you".
Conclusion, Sources and Credits
And that's pretty much it! I apologize if the guide can be a little bit unpolished, but I plan to clean it up later. I've also planned adding class-specific guides that happened to help me in the transition to Mann Up. I plan to keep this guide updated as best as I can. Meanwhile, I'll start learning to write smaller guides so that I don't bore people with too many words. This is my first non-joke guide, so feel free to send me feedback on how I can improve in the future.

Most images and info were taken from backpack.tf and wiki.teamfortress.com.
The cover image of the guide was taken from a photoshoot for a RED Robot Heavy figurine found here[www.collectiondx.com]. (sorry if this is advertising, just want to credit the source)


Thanks to everyone that allowed me to put up some of their guides for this compilation.
Special thanks to frogger for helping me out into simplifying and proofreading guide sections. Without him, this guide would be bigger than the usual.
And a huge thank you to most of the guys in the MvM Subforum for putting up with my sh*t for 2 years straight. I've learned a lot and I've had plenty of fun times with them.

THANKS FOR READING!
NOW GET OUT THERE AND MAKE ME PROUD!

189 Comments
1eadf00t 22 Sep, 2019 @ 11:00pm 
Could the section on Pyro's secondaires be changed to Gas Passer only and the flare guns being alright? Because, honestly, the gas passer is op even after its nerf to the recharge time.
General Butt Naked 14 May, 2019 @ 9:10pm 
Maybe the best mvm guide I have read
CyberGh0st1k 2 May, 2019 @ 2:09am 
thanks for the tips.
smoke like a chimney 20 Feb, 2018 @ 8:56pm 
I don't have near enough time to read this whole thing now, but will definitely set some aside this weekend to do so. Looks very in depth from how many sections there are and I'm looking forward to it :)
Pyro man 7 Jan, 2018 @ 12:57am 
Thank you so much, I was looking to doing some two cities tours and this is exactly what i need to play my class effectively.
BONANGER1 20 Oct, 2017 @ 2:28pm 
"ready for loot"
1.get a scrap
2.cry
3.profit










good guide tough
Dispentryporter 2 Jun, 2017 @ 2:10pm 
@Jet And that man just seemed even dumber.
Jet  [author] 2 Jun, 2017 @ 1:49pm 
@Dispentryporter
It's even a section in the guide.
Dispentryporter 2 Jun, 2017 @ 12:56pm 
@TehFocus You can put your tickets on the market during a tour to play a mission for free. You just don't get loot or increase tour count. They aren't even close to being newts.
Jakapoa 2 Jun, 2017 @ 11:50am 
The backpedaling is real.

"it almost seems like you do not have the capacity to back your claims up" isn't passive aggressive, it's a direct insult.