28:28 Fun fact: that particular tank has the most health of ANY tank you'll deal with in mann up with a whopping 60,000 HP. There's a good reason so many waves get ruined by it.
The only other mission where you see a tank with that much health is Wave 666. However, there you have WAY more credits to spend, so you're more likely to destroy it before it deploys its bomb. Not only that, but you don't have to face an entire platoon of Giant Rapid Fire Soldiers at the same time.
somehow we got the tank today first try just moments before it could deploy the bomb i say first try because we did not fail once...also it was my first ever time playing broken parts as well and i was not aware this was one of the hardest waves lol i dont even think we had a pyro
fun fact 2 idk how i found this but on big rock jumping on the rock from the front locks the super scouts agro on you so if the heavys are gone feel free to camp the scouts as sniper or a nother low tank dps class
@@ProfessorGopher2030 to be fair instead of soldiers, you have to deal with a horde of spy bots which is way more infuriating, speaking from an engi main.
@@Createrz2015The horde of Spy robots comes with the segment where four tanks come back-to-back. The one I was talking about was the final tank of Wave 666.
While not an official wave, there was one MvM custom wave called Operation Titanium Tank where there where Sentries on top of a Tank which was a nightmare to face!
It was Program Seppuku iirc, I more so remember the mission for it's extreme quantity of samurai demos and other mini giant bots like FoS heavies, especially since I've done it 2 man.
I remember Titanium Tank, the missions were so fun. The giant demoman on that manhattan lookalike map and the actual Titanium Tank were fantastic. It really felt like you had reached the final boss of MVM.
I do remember on binary blackout another mission like this ,the map reminded me a casino Unless it was recycled from that operation which knowing how lazy community is, wouldnt be surprised
Yep i have been in that MVM operation myself and i got my Genuine Titanium Tank Medal( not the replica one) , Those maps are a pain in the butt to play but there are fun to play nonetheless
Fun Note: Although an uncommon occurrence on Mecha Engine, if an Engie bot manages to walk over the bomb in its path to setup its nest it will pick it up but isn't programmed to head toward the hatch, instead it will just sit at its sentry with the bomb as long as its alive thus making the wave technically unlosable.
47:48 For those who watch you but don't have tours, we watch because your videos are fun and entertaining while also engaging. Not to mention, you said Tour counts, not having tours but still being a Boot Camp player means we still play MvM. Honestly though, you've been a great help with my enjoyment in MvM. Props to you for more content and videos in the future. Cheers Weezer!
I mean my cousin watches tf2 content yet doesn't even play the game he know every mechanics there is on the game whilst not even having the game to begin with I talked to him about this and he said he has no intention of playing the game he says he just like the gameplay
I remember my experience with Broken Parts wave 6. It's honestly one of, if not my favourite memory of TF2. I wasn't even on Mann up, just bootcamp. I rememeber joining and we did well, but when we were at wave 6, we died a lot. Normally everyone ditches after losing a wave in bootcamp, so it was a blessing people stayed around. As we failed, we ACTUALLY GOT TOGETHER and made a strategy, and remember, this is BOOTCAMP. There wasn't any loot. We had NO REASON to work this hard, and we did. Even the F2Ps helped. We died to the giant heavies and the tank, so we all managed to work together. We all stayed at spawn and planned a way to do the wave, changing classes, asking F2Ps to get the phlog, I went medic to crit boost people, etc. We still failed a lot, but we persisted. And the best part? No one was toxic, no-one rage quit, we all stood together to whether these bots. And you know what? We did it. WE F***ING DID IT. It felt so satisfying to beat the wave after SO MANY ATTEMPTS, and with ACTUAL TEAMWORK. We all did our parts so well it honestly brings me happiness everytime I remember this. The fact we, some random people dedicated their time, energy and patience into beating a mission from a 15 year old game. I've played many games of MVM since then, some Mann up and some community MvM like from potato.tf and pineapple.tf, but this still stands as one of my greatest expereinces in this game. So don't give up. Persist, but not only that, try different ways. Throwing spoons to a brick wall won't work, but throwing homewreckers will eventually. Keep going, you'll make it.
Good team you had there, persistence and adaptability are something i wished for all of my teammates. Oh also, for Wave 6 of broken parts if you're good enough, just play soldier and you can carry your team easily. In depth explanation on that after this
Use Beggar - Battalion combo for the crit horde subwave AND CAMP HARD above the "godrock". Ya know, the "Big Rock" in the middle of the tunnel, camp there as you spam ur beggar toward the bomb, just keep spamming at the bomb even if its not carried by the robots. If you're pushed back and is unable to use the godrock, use corners to peek and boom the robots and dont forget ur battalion banner, ITS A GODSEND in that wave specifically.
Next, Giant Heavy-Medic combo and 8 Giant Scunts. If possible max out ur movement speed and crit canteens, crit are VERY important for killing the giant medics ASAP. Also if possible (especially with two-way tele), go back to spawn and switch ur banner to conch, speed boost and health on hit should help you against those scunts while getting chipped away by the heavy. There's 2 main ways of killing the medic w/o getting harassed by the heavy: 1. You know the barrier infront of the robots spawn, let the heavy alone move past that barrier and and before the medic follows, kill him ASAP, with crit boosted beggars ofc. 2. Let the combo move closer and closer to the main godrock position, then you can spam the medic from above, infront of the heavy w/o him gunning u down. Whatever you do in this subwave, DO NOT, and i really bloody mean it, DO NOT take those giant scuns lightly, prioritise them first over ANYTHING ELSE, those fuckers will make the most out of you not taking them seriously for even a brief amount of time, DO NOT let those fuckers exist for even a second, sometime my team lost once because of those cunts and one of us quits after that single loss, giant scunts are a massive BS factor in every official tours (especially in bootcamp).
I think the name "Broken Parts" is pretty fitting in a way. Wave 5 and 6 basically being complete opposites regarding their difficulty kinda feels like "broken" and unbalanced parts of different missions were shoved into one.
methinks wave 5 was made to fill up the wave counter so they could pass broken parts as a 7 wave mission but honestly, if it was shortened and merged with wave 4 for the crit scouts, they could've done something cooler for 5
I’m a repeater with many hundreds of tours experience on 2c and I’ve reached the point where I carry nearly every mission as demoman, especially empire. And I gotta say this was a good guide. Some things I’d disagree with here and there, but for something aimed at newer players who will make beginner mistakes putting them in the position to watch this video, this nails it. High tours don’t need to hear “just crit the demo if he knows what he’s doing and leave if he doesn’t”, and neither do new players because they won’t know what an experienced demo looks like (ie they have the pop file memorised and can repeat if verbatim).
Just like in comp games and gamemodes of any games, it's never over until it is. Remember that. One person on the point keeping it 'capped' to prevent a rollback/cap sometimes is all that's needed to do the final push.
23:13 I was not expecting to be warped back to 2002 with that music, but here we are, and there's Seymour. Also Weezy not sure if you'll actually see this, but absolutely love all the tips and tricks you share can't really play TF2 but I keep coming back to your videos and a few others constantly. Astounding work can't wait for the wave 666 breakdown, and I mean the game mode not your sanity. EDIT: Had to change the time cause my Dyslexia screwed me up
Yknow, watching this video again with a different mindset makes me realize just how spectacular this video is. Not only is it a great guide on how to beat difficult waves, it’s a wonderful explanation on what MAKES waves hard. At first this doesn’t seem like too big of a difference, but recently I’ve been looking at creating custom MvM missions and seeing just what makes a wave difficult is doing wonders for helping balance difficulty. Sometimes it’s difficult to think of what would compliment a group of bots without unintentionally copying pre-existing waves, but the explanations of why certain combinations of bots are difficult has the exact same affect as explaining how to beat them: as long as you understand why it works you don’t have to stick to conventional means. Excellent video!
Overall awesome guide! Would like to add some on here and there, but definitely gonna help new players a big time. + God damn I can't imagine the amount of pain you had whilst collecting clips for this video.
The main reason I watch your videos, despite not playing MvM, or TF2 as a whole, in quite some time, is mostly because of your voice. You're just nice to listen to, either on a full-on binge or just as background noise for another grind.
From my experience on wave 6 of broken parts, i have to say that spy is comically underrated in his ability to soften up the wave. Maxxed out armour penetration and swing speed paired with a uber canteen allows the spy to cut down an entire giant medic on his own, making the deflector heavy much easier to deal with. The large amounts of damage a competent spy can deal to the giant robots as well can help a lot with the giant robot spam, not to mention he can 2 shot a giant scout from behind, making that phase much more tolerable. His sapper also helps with slowing down the giant scouts and slowing down the swarms of spybots on wave 4 and any of the regular bots on wave 6 Edit: spy is also super effective on the other mecha engie tours due to the general giant spam found on those tours, as is dealing with the mecha engies and uber meds that appear a lot, given the spy is competent
Absolutely correct. Spy is overall a great headache solver on the Bigrock missions in general I find, and the map design often works in his favor (notably losing control of the cave has zero negative impact on him and he's a great class to prevent the rest of the team from being overwhelmed if they do lose the cave since he can handle so many threats on those missions without any team support)
@@SleepyBrady Few things: - collect money; - reveal invisible spybots; - deal heavy damage to giants with upgraded knife; - disable large groups of dangerous regular bots with upgraded sapper and slow down giants; - distract dangerous enemies(robots always prioritise Spy as target, even if other players are in sight); - discreetly deal with engineer bots(buildings may complicate things, as sapper is inactive, until building is destroyed); - bodyblock(robots eventually will start attacking Spy in disguise for it); Also, some MvM specific tips, that can sometimes be unknown: - YER doesn't work on robots properly, and it's not mentioned anywhere, that it gets extra delay before disguise; - robot engineers do not react to RTR sapper, but do react to stock sapper, making it useful, if you want to turn off teleport for a while;
In my experience, the best counter to wave 4 of Broken Parts is to have someone *near the spawn* to look out for spies; believe it or not, you'll find most of them spawning right outside the upgrade station.
I remember always playing wave 666 when I was younger. Not sure how many times I completed it, but I remember completing it 17 times at least, but can't begin to express how many attempts it took to do so.
@imthebiggestbird wdym? Pyro's main job in 666 is to tankbust (and deal with hordes of robots if gas is ready) and the Dragon's Fury is terrible at that.
@imthebiggestbird Okay, I stand corrected, the Dragon's Fury performs better than I thought it did. I'd post a link here, but UA-cam doesn't like that, so the title of the UA-cam video that I would have posted is "[Tf2] [MvM] Phlog Vs. Dragon's Fury Tank Test - 25k hp tanks". If you have crits, sure, the DF way outpaces the Phlogistinator with crits... but that's if you have crits. If you don't have any more crit canteens, your medic isn't using kritz or you simply don't have a medic, the Phlog has better sustainability. If your team can mow down the tank in seconds, DF is better since it'd be dead by the time you popped all of your crit canteens. If you are the only one on the tank, the phlog is better due crits being available for longer and having a larger ammo pool. This culminates into more time being on the tank (since you don't have to worry about ammo as much) and having more than 3 "bursts" of crits (due to MMMPH). ============== From an objective standpoint, let's compare the damage with maxed out primaries with and without crits: The base maximum ramp-up DPS for the Phlog is 86.7-173.3 DPS (6.5-13 dmg per tick / 0.075s per flame tick). After applying max damage upgrades, the DPS becomes 173.3-346.7 DPS. The base DPS for the DF is 93.8 DPS (75 dmg / 0.8s attack interval) with default re-pressurization rate and 141.5 DPS (75 dmg / 0.53s attack interval) with the increased re-pressurization rate. After applying max damage upgrades, the DPS becomes 187.5 and 283 DPS, respectfully. When factoring in crits, the Phlog uses the damage for the "older" flames as the base, which is 3.25-6.5 damage per tick. Thus, the base Phlog DPS with crits is 130-260 DPS (3.25-6.5 dmg per tick / 0.075s per flame tick * 300% crit bonus). After applying max damage upgrades, the DPS becomes 260-520 DPS. The DF simply uses the base damage of 75. Thus, the base DF DPS with crits is 281.4 DPS (75 dmg / 0.8s attack interval * 300% crit bonus) and 424.5 DPS (75 dmg / 0.53s attack interval * 300% crit bonus) with the increased re-pressurization rate. After applying max damage upgrades, the DPS becomes 562.5 and 849.1, respectfully. === TL;DR === Given max damage upgrades for both weapons: Without crits, the maximum DPS for the Phlogistinator is 173.3-346.7 DPS whereas the DPS for the Dragon's Fury is 187.5 and 243 DPS (with and without the increased re-pressurization rate). With crits, the DPS for the Phlogistinator is 260-520 DPS whereas the DPS for the Dragon's Fury is 526.5 and 849.1 DPS (with and without the increased re-pressurization rate). If you disregard the need to replenish ammo, the time taken when performing the MMMPH taunts for crits and assuming that you have access to crits with infinite duration, the Phlog is better when you do not have crits and the DF is better when you have crits. As a side note, the Dragon's Fury does not get the 300% damage against the tank (since it cannot be ignited) and the tank is considered a "building" for damage calculations.
@imthebiggestbird Very true. The spy horde can be quite the nuisance if there's no competent soldier to help you clear them out or you don't have gas ready!
@@absoluteaquariansince it's a building you do get the extra damage, as in actuality you don't get extra damage on ignited enemies, you get lowered damage on non-burning ones. Buildings bypass the nerf, so you always get the boosted damage on them. This means that if you didn't get the bonus the phlog would be infinitely better, but since you do, it's more debatable which is better
I know you probably don't want to do two very, very similar videos in a row, but seeing a full breakdown of the entirety of Wave 666 would be extremely cool. Personally I don't find Wave 666 that hard (nor do I find any of MvM hard so long as you have at least a competent team), but I think it's one of the most interesting missions in official MvM and a video about it would be thoroughly entertaining because of that.
One of the best parts about 666 is that you can go almost any class and have fun playing it (except spy, never pick spy on 666, you WILL lose) due to the insane amount of credits you start with. I wish Valve would release more missions like it during Scream Fortress but... well we already know that's not happening :/
On wave 666, the only part I remember being a nightmare was the 3 tanks + spies combo about halfway through, the tank would end up deploying the bomb because we kept getting f*cked over by the spies
"you can still win with spy" Why bring spy on 666 when sniper exists? He has explosive headshots, meaning not only he melts giants but also decimates groups of robots. And he actually is dps capable against tanks with the carbine/bushwacka combo. It's no coincidence that everytime a spy joins the team, they are bound to lose. Even if one person is hard carrying, they simply can't do enough damage to compensate the dps loss of having a spy that could have easily been a sniper instead. If someone goes spy, I just disconnect and find another server. Sick and tired of having to deal with dead weight.
I am very happy today since i got to see myself in this video it was very fun getting to play with you since you got me back into TF2 and into MVM Thank you for the awesome video and thank you for all the tips you have given
That's some great insight, thank you! While I am quite experienced in the Two Cities tour, I have yet to try my hands on any of the Expert missions. I do think I'll try them out sooner or later though, so having a video like this to guide me through the toughest waves from that mode is certainly appreciated!
One wave that isn't too hard for experience players, but one that is EXTREMELY hard for newer players is bavarian botbash wave 2. Although the begining and middle of the wave aren't dificult at all, the infinte waves of soldiers and especially the three giant banner soldiers, who heal on hit, deal minicrits, take no critical hits, and take 35% less damage, always push newer teams back.
The thing is that since the giant soldier banners run out after about 2 minutes, by the time they’re in the final stretch towards the hatch suddenly they become really non threatening and usually are all at under half health. As he said at the start he covers waves that are often failed, not ones that often just reach the hatch
32:04 You can also just use the much simpler strategy of bringing a spy. The giant medics are the only real threat this wave, and that's literally the one thing the Spy's actually good at (and he's damn good at it too). Demo's probably more effective, but it's a much more complicated strategy that requires basic teamwork, while Spy can solo the meds easily.
no, demo is not nearly as good at giant killing as spy, he is just way too expensive and outside of 2c it's not viable because of how volatile the earlier missions are. spy really just has to wait for commons to clear up, circlestab the giant and DR out. demo needs a medic to spam crits on him, he needs to invest all of his money entirely in his stickies which means he gets fucked if crits happen to come his way, he needs a lot of time to get his traps going and he needs to know how to predict where robots will move. all of this for what, one-shotting a gmed combo? yeah, spy's better.
I can say that Spy is severely underrated in MvM. Half of these missions could be made easier by a single semi-competent Spy player. His maxed out knife (swing speed + armor pen) kills giant Medics before their patient draws aggro on you, and when he does, you DR away immediately. Big rock missions in particular are laughably easy when your Spy player goes after giants; if he knows how to circle-strafe them - you can leave tanks for the rest of your team. It would be great if you covered MvM Spy a bit, his strats and the best waves to use him. The community doesn't give him enough credit in some missions where he is secretly OP.
problem is, two cities players suck at mvm, and spy requires skill to be good with, that's why people run scotres demo instead of spy. scotres demo might be uber expensive and effectively useless outside of one-shotting giants (stock stickies are better in every circumstance other than giant one-shotting), but he's easy and that's why people play him. spy isn't, he's actually pretty hard to be good with, which is why nobody plays him on 2c.
@@SamuelTrademarked no its just because spy requires way to much work for a payoff that any other class can get. people dont just use demo because hes easier, its because he can do what spy does AND deal with crowds AND tank bust, spy can only deal with giants which so can every other class
Ngl, the music and tone of the Broken Parts wave 6 sounded like it was a final push kinda thing. Like this was a desperate attempt to finish this mission up before everyone quits.
thanks for giving me all the tips and help for MvM, my friends always ask me how I got even better at scout and other classes, I just tell em, weezy taught me. so thank you. good luck in your future tours and such, etc etc.
I’ve never done a single tour, but I just really like your style. Plus if I ever get properly back into TF2, MVM is one of the first places I’d like to go to thanks to your content.
u got a good voice and a passion for your content and i like watching the bots get shot in the background, if you're wondering why I watch even tho i dont play
Fantastic video, Weezy! It's really interesting seeing the kind of strategies that need to be employed for some of the game's hardest waves. While I've only really played community tours for MvM, I'll definitely rewatch this. And thanks for the advice for deflecting giant soldier's rockets; I never knew aiming at them like that worked.
I find spy to be incredibly useful on Wave 5 Metro Malice, since he counters the massive group of crit minigun heavies (with his sapper) along with being able to one-shot the fist of steel heavies up top, along with that, he can also deal with the engis and pick the quick-fix medics (same thing with Empire Escalation)
omg famous banana man noticed me 21:21 :0 just got my friend (soggymonkey) to ~30 tours in mecha engi, mostly using your videos to guide him. ty so much for the great videos, they explained most mechanics better than i ever could have to him. hope to run into you again in the future!
Me and a mate 2-manned Botbash. He was the Sniper and I was the Scout, he dealt with cannon fodder and giants, and I was the tank buster. Fun times, would definitely do it again.
20:20 having one player on spawn is a good anti spy strategy. for this wave i usually pick cow mangler soldier and stay at spawn. most spies will spawn on me, which means i can pick them off quite easily with a big respawn room to retreat to. just tell the other guys not to follow in your wake - if spies kill everyone on spawn, they will take the walk all the way to the front lines. usually causing confusion among players who abandon the front in search of the frenchmen
For parts wave 4, if no one kills/spawns the spies near the hatch, they will usually spawn in groups near the corner rock behind the bigrock and they usually stand still if the sniper got on the rock correctly. They can easily be headshot in packs of 8-15 and sometimes spawn one after another. If you have the other members of the team focus the scouts you can easily beat this wave. Remember that heavies spawn when 10 spies are left. This is an alternative to having engi and a pyro going for spies.
i haven't played mann up at all but i still fondly remember my first time beating empire escalation in boot camp. that final wave honestly captures the feeling of MvM so perfectly, squaring off against a legion of gigantic death machines slowly marching to the base, and managing to successfully beat them all through the power of teamwork and some absurdly powerful upgrades. and i'd do it again.
Oh I just remembered I was playing a really goofy Soldier strat I like to call "Quake Soldier" for it. Somehow it _worked._ Quake Soldier is Original + Conch, max move speed, max reload speed ammo and damage, and one- _just_ one point in fire speed. The idea is, well, Quake. I don't know how it works as good as it does but it does.
WeezyTF2 I know this is off topic but I just wanted to say your content has gotten me into mvm and helped me not be embarrassed as a low tour while playing Two Cities (which I am thoroughly enjoying) and I wanted to say thank you.
My Broken Parts wave 6 experience was hell. I was playing boot camp and trying out every expert maps. I'm surprised the two f2ps in our team didn't rage quit like usual, we literally spend 1 hr+ on that wave. We even could coordinate with the two f2ps to try out every strategies, we even decided to go with a competitive and broken strats, not with our previous set up of a demoknight and frontier justice engie. We handled wave 4 just fine, is tough but we pulled through relatively fast. But wave 6 was the true 666 experience.
39:48 directly ahead in that frame there is a stack of barrels set up right behind the fence. That is Mannslaughter's God spot. I found this out years ago and constantly show it to others when they don't know it. That spot due to the fence directly infront of it causes the robots to think you are not in range to be hit allowing both snipers to ignore you and other bots. Plus it is within dispenser range if a heavy wants to camp on it or some other class. However, DO NOT step onto the fence. The moment you step onto the fence the bots will see you as no longer behind cover causing them to more often than not shoot at you. I have had that single spot save my butt so many times.
I kinda forgot boneshaker has hard waves. I find I can usually carry those waves with sniper/spy. Broken parts is just brutal. Decoy is also the only final level that can decimate teams. Really easy to cheese if you get your team to coordinate, but the engineers can screw with people a lot.
oh boy time to watch another hour long video for a gamemode I don't play for a game that I haven't touched in years whilst paying atention to the entire thing as if I was studying for finals :)
I honestly wouldn't call the difficult Gear Grinder and Mecha Engine missions "difficulty spikes" so much as Two Cities dumbing down the necessity for Anti-Super Scout and Tank Busting strategies since. Back then, you basically *_needed_* one soldier, one pyro, a scout on constant slow milking duty and preferably a Sniper for Medic Picking + slow pissing on the side, and Soldier getting Rocket Specialist was honestly seen as a lifesaver; the fact even Spy was viable due to all the Giant Medics, while Medic wasn't too far off thanks to Kritz + Uber Canteen Sharing, made it one of the best times to play MvM -- even if in retrospect it was, as oldbies would call it, Nintendo Hard.
I think it would be a great idea if Weezy do a video about the Spy on MvM, is he actually a good class for this mode? why is he viewed as a bad or a class not for the meta and stuff.
spy is pretty good in mvm, hes just kinda specialized. he excels in killing giants/minigiants, drawing aggro, and collecting money, while his biggest issues is dealing with crowds of normal or uber bots and killing tanks people dont like spy because in their head "heavy and sniper do the role better" (which is false since sniper isnt that good at killing giants and heavy cant single-handedly fight giants without taking a lot of damage) he also requires the most skill and is a completely wasted slot if you dont know how to play him
Spy is really good at killing giants, specially giant medics. The issue is that he requires a tremendous skill ceilling to play well and other classes can kill giants just slightly worse than him and that's good enough. Personally they should buff him to make him more fun to play. He needs a weaker version of the scout money grabbing aura, the sapper dcooldown needs to have an upgrade. The YER should work as intended and maybe allow the revolver to be upgraded in damage
I played wave 666 mostly *(haven't played tf2 in some while)* Haven't much experience with others tours cause I only did boot camp Wave 666 once you understand is easy enough A beggar's soldier with Buff banner can carry and if you have 2nd with the one that gives defense buffs That's cherry on top A Pyro with Gas passer is a God send too along with You can be on a tank and if the bomb is in range can throw your gas passer on it repeatedly so that scout bots can't even pick it up during middle parts where 3 tanks shows up in succession with many scouts An engi is a must have as well for obvious dispenser (Runs Widowmaker to take on tanks) Other than that there isn't much focus on what you need Cause sniper with somewhat a good aim can take out giant medics (haven't seen them much though when I played) Medic is good to have but not a must A scout is great too at Frontlines but Pyro can work at that department if the player have a general idea (I play him when not playing soldier and was seemingly getting better at surviving better) Demoman and heavy works with dealing with giants and soldier can buff them up good while stunning them so they can do as much damage as possible
Spy could be improved with slightly lowered prices for all his upgrades and damage upgrades for revolvers that way spy could help out with tankbusting in emergencies and get to full effectiveness against giant bots sooner.
hey weezy i'm a player who has never played man up or gone past intermediate but i'm looking into trying it out. Your content has been great help in getting better and psyching myself up to be prepared to hit the ground running. Thank you for the help.
I love your videos because they make for great background listen. I always watch them first but then they just give me that nice background noise that feels jsut right. Other than that I've played MvM but very long ago so I understand about 50% of what you talk about yet I still enjoy it. I've watched the Worst/Best Class loadout videos 20+ times each probably.
thank you so much for this, i was planning on doing two citys for the first time as a bet to my few viewers and i was terrified of it 'till now, thanks!
for empire escalation 6, i have an odd strategy that ensures one heavy can keep the giant heal on kill's attention and live indefinitely, allowing said heavy an easy time whittling him down. I go medic, equipping the syringe gun, the vaccinator, and ubersaw. I fully upgrade the syringe gun, and max out healing mastery, uber duration, and if i have the funds, uber rate. Uber duration on the vaccinator is added to each portion, not the whole meter. So suddenly one use is 8 seconds. The heavy needs to invest in at least some bullet resistance too, but essentially the combo of the vaccinator uber with bullet resistance plus his bullet resistance upgrades, and then using mad milk syringes to keep that big guy coated, means our heavy will not die. Not even right in the big guy's face and getting shot back, allowing easy bodyblocking this lets the rest of the team focus on the soldiers and scouts accompanying him, taking them down before focusing the big guy if he's not dead yet.
Honestly pretty dissapointed Spy was never brought up for Broken Parts or Bone Shaker. For the same reason as those Giant Medic waves on expert, he solves a lot of headaches on those missions as well, as long as the player knows how to play him decently well.
Kinda understand why. Spy is the class that mostly use “do lots of damage then gtfo” tactics, making him the riskiest class to use in this wave. Broken parts has so little covers to hide from the spams attacks. If you REALLY wants to use spy, highly recomend to use recall canteen instead. Uber canteen is nice to tank the damage, recall canteen is like your second dead ringer, teleport instantly to spawn when dead ringer is not recharged yet and its dirt cheap (only 10 credits)
5:39 I cant emphasize enough how true that was. Once I was running scout on manslaughter. We were constantly getting overwhelmed by the giant scouts. What was the teams solution? Demanding that I get off of being the ONLY scout to be a 2nd engie with my buildings on the other path (because that will somehow fix the issue). When I obviously refused that stupid idea (because who would then pick up the credits for the rest of the mission) they called me a scunt and kicked me.
Timestamps:
0:00 - Intro
2:16 - Hamlet Hostility Wave 1
4:46 - Hamlet Hostility Wave 4
7:22 - Bavarian Botbash Wave 3
9:28 - Metro Malice Wave 3
11:30 - Metro Malice Wave 5
15:21 - Empire Escalation Wave 5
17:33 - Empire Escalation Wave 6
19:36 - Broken Parts Wave 4
23:12 - Broken Parts Wave 6
29:52 - Bone Shaker Wave 5
32:02 - Bone Shaker Wave 6
34:45 - Disintegration Wave 4
36:57 - Mannslaughter Wave 3
39:56 - Mannslaughter Wave 5
42:19 - Desperation Wave 5/Cataclysm Wave 6
44:08 - Desperation Wave 7
47:29 - Outro
You are first
weezy swaggy
Hello😊
Personally I think the stock rocket launcher it's more consistent. While the Beggars bazooka is the most strongest in my opinion.
*There is Not Hard your try. Keep your mind. All I Know.*
28:28 Fun fact: that particular tank has the most health of ANY tank you'll deal with in mann up with a whopping 60,000 HP. There's a good reason so many waves get ruined by it.
The only other mission where you see a tank with that much health is Wave 666. However, there you have WAY more credits to spend, so you're more likely to destroy it before it deploys its bomb. Not only that, but you don't have to face an entire platoon of Giant Rapid Fire Soldiers at the same time.
somehow we got the tank today first try just moments before it could deploy the bomb
i say first try because we did not fail once...also it was my first ever time playing broken parts as well and i was not aware this was one of the hardest waves lol
i dont even think we had a pyro
fun fact 2 idk how i found this but on big rock jumping on the rock from the front locks the super scouts agro on you so if the heavys are gone feel free to camp the scouts as sniper or a nother low tank dps class
@@ProfessorGopher2030 to be fair instead of soldiers, you have to deal with a horde of spy bots which is way more infuriating, speaking from an engi main.
@@Createrz2015The horde of Spy robots comes with the segment where four tanks come back-to-back. The one I was talking about was the final tank of Wave 666.
While not an official wave, there was one MvM custom wave called Operation Titanium Tank where there where Sentries on top of a Tank which was a nightmare to face!
oh my god that sounds like hell
It was Program Seppuku iirc, I more so remember the mission for it's extreme quantity of samurai demos and other mini giant bots like FoS heavies, especially since I've done it 2 man.
I remember Titanium Tank, the missions were so fun. The giant demoman on that manhattan lookalike map and the actual Titanium Tank were fantastic. It really felt like you had reached the final boss of MVM.
I do remember on binary blackout another mission like this ,the map reminded me a casino
Unless it was recycled from that operation which knowing how lazy community is, wouldnt be surprised
Yep i have been in that MVM operation myself and i got my Genuine Titanium Tank Medal( not the replica one) , Those maps are a pain in the butt to play but there are fun to play nonetheless
Fun Note: Although an uncommon occurrence on Mecha Engine, if an Engie bot manages to walk over the bomb in its path to setup its nest it will pick it up but isn't programmed to head toward the hatch, instead it will just sit at its sentry with the bomb as long as its alive thus making the wave technically unlosable.
Good stuff.
Strangely, this is patched in Operation Two Cities.
I like how creative you get with your script, "punch their ticket to the spectator train" is one of my favorite examples of this
"Aim for the solider's cock and balls"
Not "Always aim at the cock and balls" ?
Tru that
.
"So it looks like we're giving the golden power to the golden shower, why is that in the script?"
47:48
For those who watch you but don't have tours, we watch because your videos are fun and entertaining while also engaging. Not to mention, you said Tour counts, not having tours but still being a Boot Camp player means we still play MvM. Honestly though, you've been a great help with my enjoyment in MvM. Props to you for more content and videos in the future. Cheers Weezer!
I play community MvM most of the time
I haven’t even played TF2 regularly in years! Content is just that interesting lol
I mean my cousin watches tf2 content yet doesn't even play the game he know every mechanics there is on the game whilst not even having the game to begin with I talked to him about this and he said he has no intention of playing the game he says he just like the gameplay
i dont even play MVM
While I agree, that was probably the nicest way you could've said that.
I remember my experience with Broken Parts wave 6. It's honestly one of, if not my favourite memory of TF2. I wasn't even on Mann up, just bootcamp.
I rememeber joining and we did well, but when we were at wave 6, we died a lot. Normally everyone ditches after losing a wave in bootcamp, so it was a blessing people stayed around. As we failed, we ACTUALLY GOT TOGETHER and made a strategy, and remember, this is BOOTCAMP. There wasn't any loot. We had NO REASON to work this hard, and we did.
Even the F2Ps helped. We died to the giant heavies and the tank, so we all managed to work together. We all stayed at spawn and planned a way to do the wave, changing classes, asking F2Ps to get the phlog, I went medic to crit boost people, etc. We still failed a lot, but we persisted. And the best part? No one was toxic, no-one rage quit, we all stood together to whether these bots.
And you know what? We did it. WE F***ING DID IT. It felt so satisfying to beat the wave after SO MANY ATTEMPTS, and with ACTUAL TEAMWORK. We all did our parts so well it honestly brings me happiness everytime I remember this. The fact we, some random people dedicated their time, energy and patience into beating a mission from a 15 year old game.
I've played many games of MVM since then, some Mann up and some community MvM like from potato.tf and pineapple.tf, but this still stands as one of my greatest expereinces in this game.
So don't give up. Persist, but not only that, try different ways. Throwing spoons to a brick wall won't work, but throwing homewreckers will eventually. Keep going, you'll make it.
thank you for telling us this amazing and wholesome story bless you.
Epic
Good team you had there, persistence and adaptability are something i wished for all of my teammates.
Oh also, for Wave 6 of broken parts if you're good enough, just play soldier and you can carry your team easily.
In depth explanation on that after this
Use Beggar - Battalion combo for the crit horde subwave AND CAMP HARD above the "godrock".
Ya know, the "Big Rock" in the middle of the tunnel, camp there as you spam ur beggar toward the bomb, just keep spamming at the bomb even if its not carried by the robots.
If you're pushed back and is unable to use the godrock, use corners to peek and boom the robots and dont forget ur battalion banner, ITS A GODSEND in that wave specifically.
Next, Giant Heavy-Medic combo and 8 Giant Scunts.
If possible max out ur movement speed and crit canteens, crit are VERY important for killing the giant medics ASAP.
Also if possible (especially with two-way tele), go back to spawn and switch ur banner to conch, speed boost and health on hit should help you against those scunts while getting chipped away by the heavy.
There's 2 main ways of killing the medic w/o getting harassed by the heavy:
1. You know the barrier infront of the robots spawn, let the heavy alone move past that barrier and and before the medic follows, kill him ASAP, with crit boosted beggars ofc.
2. Let the combo move closer and closer to the main godrock position, then you can spam the medic from above, infront of the heavy w/o him gunning u down.
Whatever you do in this subwave, DO NOT, and i really bloody mean it, DO NOT take those giant scuns lightly, prioritise them first over ANYTHING ELSE, those fuckers will make the most out of you not taking them seriously for even a brief amount of time, DO NOT let those fuckers exist for even a second, sometime my team lost once because of those cunts and one of us quits after that single loss, giant scunts are a massive BS factor in every official tours (especially in bootcamp).
I think the name "Broken Parts" is pretty fitting in a way. Wave 5 and 6 basically being complete opposites regarding their difficulty kinda feels like "broken" and unbalanced parts of different missions were shoved into one.
It’s the calm before the storm man
That's a pretty cool naming scheme
.
I've always seen it as a pun on the phrase "Broken Hearts", equally fitting for such a hard ass fucking mission
methinks wave 5 was made to fill up the wave counter so they could pass broken parts as a 7 wave mission
but honestly, if it was shortened and merged with wave 4 for the crit scouts, they could've done something cooler for 5
I’m a repeater with many hundreds of tours experience on 2c and I’ve reached the point where I carry nearly every mission as demoman, especially empire. And I gotta say this was a good guide. Some things I’d disagree with here and there, but for something aimed at newer players who will make beginner mistakes putting them in the position to watch this video, this nails it. High tours don’t need to hear “just crit the demo if he knows what he’s doing and leave if he doesn’t”, and neither do new players because they won’t know what an experienced demo looks like (ie they have the pop file memorised and can repeat if verbatim).
Weezy giving a guide to hard waves feels like a nice change of pace
I don’t know why but this is my favorite video to just watch over and over again.
His long, in-depth videos with his editing and music choice definitely makes me rewatch a bunch of his videos several times
At 15:17 I'm pretty sure everyone on your team just had a heart attack when the giant crit demo almost blew up the hatch with the bomb
You can see his disbelief that they actually killed the demo and didn't die
Just like in comp games and gamemodes of any games, it's never over until it is. Remember that. One person on the point keeping it 'capped' to prevent a rollback/cap sometimes is all that's needed to do the final push.
Wake up, WeezyTF2 just posted
Wake up
Wake up, and smell the ashes.
Wake up
I’ve been awoken
Wake up
GRABABRUSHANDPUTALITTLEMAKEUP
23:13 I was not expecting to be warped back to 2002 with that music, but here we are, and there's Seymour. Also Weezy not sure if you'll actually see this, but absolutely love all the tips and tricks you share can't really play TF2 but I keep coming back to your videos and a few others constantly. Astounding work can't wait for the wave 666 breakdown, and I mean the game mode not your sanity.
EDIT: Had to change the time cause my Dyslexia screwed me up
Yknow, watching this video again with a different mindset makes me realize just how spectacular this video is. Not only is it a great guide on how to beat difficult waves, it’s a wonderful explanation on what MAKES waves hard. At first this doesn’t seem like too big of a difference, but recently I’ve been looking at creating custom MvM missions and seeing just what makes a wave difficult is doing wonders for helping balance difficulty. Sometimes it’s difficult to think of what would compliment a group of bots without unintentionally copying pre-existing waves, but the explanations of why certain combinations of bots are difficult has the exact same affect as explaining how to beat them: as long as you understand why it works you don’t have to stick to conventional means.
Excellent video!
Overall awesome guide! Would like to add some on here and there, but definitely gonna help new players a big time.
+ God damn I can't imagine the amount of pain you had whilst collecting clips for this video.
Its fancy to see you hare but its nice
The idea of Heavy throwing down his minigun to just start ripping apart medic bots with his bare hands is so badass XD
ОЙ ЧТО-ТО МЫ ЗАСИДЕЛИСЬ БРАТЦЫ, НЕ ПОРА ЛИ НАМ РАЗГУЛЯТЬСЯ
The main reason I watch your videos, despite not playing MvM, or TF2 as a whole, in quite some time, is mostly because of your voice. You're just nice to listen to, either on a full-on binge or just as background noise for another grind.
From my experience on wave 6 of broken parts, i have to say that spy is comically underrated in his ability to soften up the wave. Maxxed out armour penetration and swing speed paired with a uber canteen allows the spy to cut down an entire giant medic on his own, making the deflector heavy much easier to deal with. The large amounts of damage a competent spy can deal to the giant robots as well can help a lot with the giant robot spam, not to mention he can 2 shot a giant scout from behind, making that phase much more tolerable. His sapper also helps with slowing down the giant scouts and slowing down the swarms of spybots on wave 4 and any of the regular bots on wave 6
Edit: spy is also super effective on the other mecha engie tours due to the general giant spam found on those tours, as is dealing with the mecha engies and uber meds that appear a lot, given the spy is competent
Absolutely correct. Spy is overall a great headache solver on the Bigrock missions in general I find, and the map design often works in his favor (notably losing control of the cave has zero negative impact on him and he's a great class to prevent the rest of the team from being overwhelmed if they do lose the cave since he can handle so many threats on those missions without any team support)
Spy is underrated. I kinda wished he covered what spy could do. Even if he isn't as effective as optimal he can provide a ton of support
Spy with upgraded sapper can disable big hordes of crit heavies, allowing for quick sweep with no risk of retaliation.
@@SleepyBrady Few things:
- collect money;
- reveal invisible spybots;
- deal heavy damage to giants with upgraded knife;
- disable large groups of dangerous regular bots with upgraded sapper and slow down giants;
- distract dangerous enemies(robots always prioritise Spy as target, even if other players are in sight);
- discreetly deal with engineer bots(buildings may complicate things, as sapper is inactive, until building is destroyed);
- bodyblock(robots eventually will start attacking Spy in disguise for it);
Also, some MvM specific tips, that can sometimes be unknown:
- YER doesn't work on robots properly, and it's not mentioned anywhere, that it gets extra delay before disguise;
- robot engineers do not react to RTR sapper, but do react to stock sapper, making it useful, if you want to turn off teleport for a while;
Ironically the Huntsman after the bugfix is now insanely good for waves with giant spam, with headshot DPS that puts even the Heatmaker to shame
In my experience, the best counter to wave 4 of Broken Parts is to have someone *near the spawn* to look out for spies; believe it or not, you'll find most of them spawning right outside the upgrade station.
Actually its ALL the spies that appear near spawn, just have the pyro sweep them right up while the rest of the team deals with the scouts.
@@yiyipthegruntmajor a soldier is better for nuking spies. stand on the fence and spam rockets
I remember always playing wave 666 when I was younger. Not sure how many times I completed it, but I remember completing it 17 times at least, but can't begin to express how many attempts it took to do so.
@imthebiggestbird wdym? Pyro's main job in 666 is to tankbust (and deal with hordes of robots if gas is ready) and the Dragon's Fury is terrible at that.
@imthebiggestbird Okay, I stand corrected, the Dragon's Fury performs better than I thought it did.
I'd post a link here, but UA-cam doesn't like that, so the title of the UA-cam video that I would have posted is "[Tf2] [MvM] Phlog Vs. Dragon's Fury Tank Test - 25k hp tanks".
If you have crits, sure, the DF way outpaces the Phlogistinator with crits... but that's if you have crits. If you don't have any more crit canteens, your medic isn't using kritz or you simply don't have a medic, the Phlog has better sustainability.
If your team can mow down the tank in seconds, DF is better since it'd be dead by the time you popped all of your crit canteens.
If you are the only one on the tank, the phlog is better due crits being available for longer and having a larger ammo pool. This culminates into more time being on the tank (since you don't have to worry about ammo as much) and having more than 3 "bursts" of crits (due to MMMPH).
==============
From an objective standpoint, let's compare the damage with maxed out primaries with and without crits:
The base maximum ramp-up DPS for the Phlog is 86.7-173.3 DPS (6.5-13 dmg per tick / 0.075s per flame tick).
After applying max damage upgrades, the DPS becomes 173.3-346.7 DPS.
The base DPS for the DF is 93.8 DPS (75 dmg / 0.8s attack interval) with default re-pressurization rate and 141.5 DPS (75 dmg / 0.53s attack interval) with the increased re-pressurization rate.
After applying max damage upgrades, the DPS becomes 187.5 and 283 DPS, respectfully.
When factoring in crits, the Phlog uses the damage for the "older" flames as the base, which is 3.25-6.5 damage per tick. Thus, the base Phlog DPS with crits is 130-260 DPS (3.25-6.5 dmg per tick / 0.075s per flame tick * 300% crit bonus).
After applying max damage upgrades, the DPS becomes 260-520 DPS.
The DF simply uses the base damage of 75. Thus, the base DF DPS with crits is 281.4 DPS (75 dmg / 0.8s attack interval * 300% crit bonus) and 424.5 DPS (75 dmg / 0.53s attack interval * 300% crit bonus) with the increased re-pressurization rate.
After applying max damage upgrades, the DPS becomes 562.5 and 849.1, respectfully.
=== TL;DR ===
Given max damage upgrades for both weapons:
Without crits, the maximum DPS for the Phlogistinator is 173.3-346.7 DPS whereas the DPS for the Dragon's Fury is 187.5 and 243 DPS (with and without the increased re-pressurization rate).
With crits, the DPS for the Phlogistinator is 260-520 DPS whereas the DPS for the Dragon's Fury is 526.5 and 849.1 DPS (with and without the increased re-pressurization rate).
If you disregard the need to replenish ammo, the time taken when performing the MMMPH taunts for crits and assuming that you have access to crits with infinite duration, the Phlog is better when you do not have crits and the DF is better when you have crits.
As a side note, the Dragon's Fury does not get the 300% damage against the tank (since it cannot be ignited) and the tank is considered a "building" for damage calculations.
@imthebiggestbird Very true. The spy horde can be quite the nuisance if there's no competent soldier to help you clear them out or you don't have gas ready!
Ever since I first played mvm I've always done wave 666. To this day I still play it regularly and It is always a blast
@@absoluteaquariansince it's a building you do get the extra damage, as in actuality you don't get extra damage on ignited enemies, you get lowered damage on non-burning ones. Buildings bypass the nerf, so you always get the boosted damage on them. This means that if you didn't get the bonus the phlog would be infinitely better, but since you do, it's more debatable which is better
I know you probably don't want to do two very, very similar videos in a row, but seeing a full breakdown of the entirety of Wave 666 would be extremely cool. Personally I don't find Wave 666 that hard (nor do I find any of MvM hard so long as you have at least a competent team), but I think it's one of the most interesting missions in official MvM and a video about it would be thoroughly entertaining because of that.
One of the best parts about 666 is that you can go almost any class and have fun playing it (except spy, never pick spy on 666, you WILL lose) due to the insane amount of credits you start with. I wish Valve would release more missions like it during Scream Fortress but... well we already know that's not happening :/
@@Delfite you can still win with spy, i did many times. Its just requires way, wayyy more effort than any other class.
On wave 666, the only part I remember being a nightmare was the 3 tanks + spies combo about halfway through, the tank would end up deploying the bomb because we kept getting f*cked over by the spies
@@jackhumphries1087 i, the lone engie, was forced to tankbust all 3. we won, barely.
"you can still win with spy"
Why bring spy on 666 when sniper exists? He has explosive headshots, meaning not only he melts giants but also decimates groups of robots. And he actually is dps capable against tanks with the carbine/bushwacka combo.
It's no coincidence that everytime a spy joins the team, they are bound to lose. Even if one person is hard carrying, they simply can't do enough damage to compensate the dps loss of having a spy that could have easily been a sniper instead.
If someone goes spy, I just disconnect and find another server. Sick and tired of having to deal with dead weight.
I am very happy today since i got to see myself in this video it was very fun getting to play with you since you got me back into TF2 and into MVM Thank you for the awesome video and thank you for all the tips you have given
"That applies to any soldier by the way; always aim for the cock and balls"
This is also applicable advice for a lot of other situations.
zhanna
This honestly has the same energy as watching an FFXIV raid guide, and I'm here for it.
That's some great insight, thank you!
While I am quite experienced in the Two Cities tour, I have yet to try my hands on any of the Expert missions. I do think I'll try them out sooner or later though, so having a video like this to guide me through the toughest waves from that mode is certainly appreciated!
One wave that isn't too hard for experience players, but one that is EXTREMELY hard for newer players is bavarian botbash wave 2. Although the begining and middle of the wave aren't dificult at all, the infinte waves of soldiers and especially the three giant banner soldiers, who heal on hit, deal minicrits, take no critical hits, and take 35% less damage, always push newer teams back.
The thing is that since the giant soldier banners run out after about 2 minutes, by the time they’re in the final stretch towards the hatch suddenly they become really non threatening and usually are all at under half health. As he said at the start he covers waves that are often failed, not ones that often just reach the hatch
32:04 You can also just use the much simpler strategy of bringing a spy. The giant medics are the only real threat this wave, and that's literally the one thing the Spy's actually good at (and he's damn good at it too). Demo's probably more effective, but it's a much more complicated strategy that requires basic teamwork, while Spy can solo the meds easily.
no, demo is not nearly as good at giant killing as spy, he is just way too expensive and outside of 2c it's not viable because of how volatile the earlier missions are. spy really just has to wait for commons to clear up, circlestab the giant and DR out.
demo needs a medic to spam crits on him, he needs to invest all of his money entirely in his stickies which means he gets fucked if crits happen to come his way, he needs a lot of time to get his traps going and he needs to know how to predict where robots will move. all of this for what, one-shotting a gmed combo?
yeah, spy's better.
I can say that Spy is severely underrated in MvM. Half of these missions could be made easier by a single semi-competent Spy player. His maxed out knife (swing speed + armor pen) kills giant Medics before their patient draws aggro on you, and when he does, you DR away immediately. Big rock missions in particular are laughably easy when your Spy player goes after giants; if he knows how to circle-strafe them - you can leave tanks for the rest of your team.
It would be great if you covered MvM Spy a bit, his strats and the best waves to use him. The community doesn't give him enough credit in some missions where he is secretly OP.
problem is, two cities players suck at mvm, and spy requires skill to be good with, that's why people run scotres demo instead of spy. scotres demo might be uber expensive and effectively useless outside of one-shotting giants (stock stickies are better in every circumstance other than giant one-shotting), but he's easy and that's why people play him. spy isn't, he's actually pretty hard to be good with, which is why nobody plays him on 2c.
@@SamuelTrademarked no its just because spy requires way to much work for a payoff that any other class can get. people dont just use demo because hes easier, its because he can do what spy does AND deal with crowds AND tank bust, spy can only deal with giants which so can every other class
There I am at 22:00 Launching myself into the crowd :P Been waiting for this vid to drop! Thanks for showing me how pyro 👍
13:46 it’s funny that weez says that even though those versions of the giant medic don’t uber
Giant Regen Medic my beloved
they basically are uber meds though since they're just as dangerous
So close to 100k! Good work Weezy!
Ngl, the music and tone of the Broken Parts wave 6 sounded like it was a final push kinda thing. Like this was a desperate attempt to finish this mission up before everyone quits.
Always appreciate listening to Weezy's witty script writing and informative guides, you are definitely going to hit 100k subs in no time!
thanks for giving me all the tips and help for MvM, my friends always ask me how I got even better at scout and other classes, I just tell em, weezy taught me. so thank you. good luck in your future tours and such, etc etc.
I’ve never done a single tour, but I just really like your style. Plus if I ever get properly back into TF2, MVM is one of the first places I’d like to go to thanks to your content.
u got a good voice and a passion for your content and i like watching the bots get shot in the background, if you're wondering why I watch even tho i dont play
your videos made me try MVM again after years of not playing it, im really glad youtube recommended you :)
I am very aware of Hamlet Hostility Wave 1 because in my first tour ever I lost 4 games with totally different teams in a row.
Fantastic video, Weezy! It's really interesting seeing the kind of strategies that need to be employed for some of the game's hardest waves. While I've only really played community tours for MvM, I'll definitely rewatch this.
And thanks for the advice for deflecting giant soldier's rockets; I never knew aiming at them like that worked.
I find spy to be incredibly useful on Wave 5 Metro Malice, since he counters the massive group of crit minigun heavies (with his sapper) along with being able to one-shot the fist of steel heavies up top, along with that, he can also deal with the engis and pick the quick-fix medics (same thing with Empire Escalation)
God dang dude you have some awesome music taste for videos. I always love seeing the songs you use, keep up your great work!
1:00 As a person who has cleared wave 666, I can confirm that the entire wave is more than just a shitshow.
omg famous banana man noticed me 21:21 :0 just got my friend (soggymonkey) to ~30 tours in mecha engi, mostly using your videos to guide him. ty so much for the great videos, they explained most mechanics better than i ever could have to him. hope to run into you again in the future!
THANK YOU
I've had too many runs of Mannslaughter absolutely shut down by waves 3 and 5
46:35
When the U.N. comes to the front door to inquire about your corn syrup consumption
One random thought I had is it would be cool to give the boss robots unusual hats in order to help set them apart from the other giants
11:30 i would recognize that battle music anywhere, i see you are a man of culture aswell
Me and a mate 2-manned Botbash. He was the Sniper and I was the Scout, he dealt with cannon fodder and giants, and I was the tank buster. Fun times, would definitely do it again.
20:20
having one player on spawn is a good anti spy strategy.
for this wave i usually pick cow mangler soldier and stay at spawn. most spies will spawn on me, which means i can pick them off quite easily with a big respawn room to retreat to.
just tell the other guys not to follow in your wake - if spies kill everyone on spawn, they will take the walk all the way to the front lines. usually causing confusion among players who abandon the front in search of the frenchmen
Good background videos. That is why I watch despite not having tf2.
For parts wave 4, if no one kills/spawns the spies near the hatch, they will usually spawn in groups near the corner rock behind the bigrock and they usually stand still if the sniper got on the rock correctly. They can easily be headshot in packs of 8-15 and sometimes spawn one after another. If you have the other members of the team focus the scouts you can easily beat this wave. Remember that heavies spawn when 10 spies are left. This is an alternative to having engi and a pyro going for spies.
i haven't played mann up at all but i still fondly remember my first time beating empire escalation in boot camp. that final wave honestly captures the feeling of MvM so perfectly, squaring off against a legion of gigantic death machines slowly marching to the base, and managing to successfully beat them all through the power of teamwork and some absurdly powerful upgrades. and i'd do it again.
Oh I just remembered I was playing a really goofy Soldier strat I like to call "Quake Soldier" for it. Somehow it _worked._
Quake Soldier is Original + Conch, max move speed, max reload speed ammo and damage, and one- _just_ one point in fire speed. The idea is, well, Quake. I don't know how it works as good as it does but it does.
WeezyTF2 I know this is off topic but I just wanted to say your content has gotten me into mvm and helped me not be embarrassed as a low tour while playing Two Cities (which I am thoroughly enjoying) and I wanted to say thank you.
My Broken Parts wave 6 experience was hell. I was playing boot camp and trying out every expert maps. I'm surprised the two f2ps in our team didn't rage quit like usual, we literally spend 1 hr+ on that wave. We even could coordinate with the two f2ps to try out every strategies, we even decided to go with a competitive and broken strats, not with our previous set up of a demoknight and frontier justice engie. We handled wave 4 just fine, is tough but we pulled through relatively fast. But wave 6 was the true 666 experience.
Great video, amazing to find somebody so knowing about mvm who is willing to share his expertise with others
9:01 THE HEAVY IS DEAD?!
39:48 directly ahead in that frame there is a stack of barrels set up right behind the fence. That is Mannslaughter's God spot. I found this out years ago and constantly show it to others when they don't know it. That spot due to the fence directly infront of it causes the robots to think you are not in range to be hit allowing both snipers to ignore you and other bots. Plus it is within dispenser range if a heavy wants to camp on it or some other class. However, DO NOT step onto the fence. The moment you step onto the fence the bots will see you as no longer behind cover causing them to more often than not shoot at you. I have had that single spot save my butt so many times.
I kinda forgot boneshaker has hard waves. I find I can usually carry those waves with sniper/spy. Broken parts is just brutal. Decoy is also the only final level that can decimate teams. Really easy to cheese if you get your team to coordinate, but the engineers can screw with people a lot.
oh boy time to watch another hour long video for a gamemode I don't play for a game that I haven't touched in years whilst paying atention to the entire thing as if I was studying for finals :)
Weezy: 8:17 "Shove those red rockets right in the medic's mouth"
Furries: Uhhhhhh
i would love those red rockets 😏
W video. Nice explanation and editing, it got me hooked in. It can be seen the effort and the time put intu it.
Don't play MvM but your videos are super entertaining and I learn a lot even if I never use it.
8:16 "shove those red rockets right in the medic's mouth" what do you mean by that
44:08 well, the mission is called "Desperation" for a reason
Cool art for the classes
Thanks for crediting the music
Weezy casually coming back after a month is a blessing, props to you for playing MvM witbout cheats, some people cheat against bots..
the people that cheat in mvm is a minority, whats there to give props about
I love listening to you babble about mvm, ive got no issue watching the whole thing to refresh my memory, even with a high-ish tour count
I honestly wouldn't call the difficult Gear Grinder and Mecha Engine missions "difficulty spikes" so much as Two Cities dumbing down the necessity for Anti-Super Scout and Tank Busting strategies since.
Back then, you basically *_needed_* one soldier, one pyro, a scout on constant slow milking duty and preferably a Sniper for Medic Picking + slow pissing on the side, and Soldier getting Rocket Specialist was honestly seen as a lifesaver; the fact even Spy was viable due to all the Giant Medics, while Medic wasn't too far off thanks to Kritz + Uber Canteen Sharing, made it one of the best times to play MvM -- even if in retrospect it was, as oldbies would call it, Nintendo Hard.
i needed this for my last tours thanks keep up the good work
Once the heavy is dead… THE HEAVY IS DEAD 9:00
Yes! He died!
@@TheDarkVictini*gasp*
IncomING!
@@mrstare5429*sounds of being run over* MOVE NOW!
*kiss*
OHAHAHA-*ded*
In my medical opinion THE HEAVY IS DEAD
When I play MVM again I will def use this because this is really detailed! (Commenting for algorithm reasons too)
I think it would be a great idea if Weezy do a video about the Spy on MvM, is he actually a good class for this mode? why is he viewed as a bad or a class not for the meta and stuff.
spy is pretty good in mvm, hes just kinda specialized. he excels in killing giants/minigiants, drawing aggro, and collecting money, while his biggest issues is dealing with crowds of normal or uber bots and killing tanks
people dont like spy because in their head "heavy and sniper do the role better" (which is false since sniper isnt that good at killing giants and heavy cant single-handedly fight giants without taking a lot of damage)
he also requires the most skill and is a completely wasted slot if you dont know how to play him
Spy is really good at killing giants, specially giant medics. The issue is that he requires a tremendous skill ceilling to play well and other classes can kill giants just slightly worse than him and that's good enough. Personally they should buff him to make him more fun to play. He needs a weaker version of the scout money grabbing aura, the sapper dcooldown needs to have an upgrade. The YER should work as intended and maybe allow the revolver to be upgraded in damage
"Least amount of starting credits of the advanced missions", Disintegration with 400 starting credits, "Am I a joke to you?"
I played wave 666 mostly
*(haven't played tf2 in some while)*
Haven't much experience with others tours cause I only did boot camp
Wave 666 once you understand is easy enough
A beggar's soldier with Buff banner can carry and if you have 2nd with the one that gives defense buffs
That's cherry on top
A Pyro with Gas passer is a God send too along with
You can be on a tank and if the bomb is in range can throw your gas passer on it repeatedly so that scout bots can't even pick it up during middle parts where 3 tanks shows up in succession with many scouts
An engi is a must have as well for obvious dispenser
(Runs Widowmaker to take on tanks)
Other than that there isn't much focus on what you need
Cause sniper with somewhat a good aim can take out giant medics (haven't seen them much though when I played)
Medic is good to have but not a must
A scout is great too at Frontlines but Pyro can work at that department if the player have a general idea
(I play him when not playing soldier and was seemingly getting better at surviving better)
Demoman and heavy works with dealing with giants and soldier can buff them up good while stunning them so they can do as much damage as possible
Mr banana man has blessed me in a day of boredom with something to watch while eating
Spy could be improved with slightly lowered prices for all his upgrades and damage upgrades for revolvers that way spy could help out with tankbusting in emergencies and get to full effectiveness against giant bots sooner.
wezyTF2 thanks for putting the songs in the description because you put some abosule BANGERS of songs
Broken parts wave 6 is basically the final boss of MvM
hey weezy i'm a player who has never played man up or gone past intermediate but i'm looking into trying it out. Your content has been great help in getting better and psyching myself up to be prepared to hit the ground running. Thank you for the help.
I never even played TF2 and yet here I am, watching every video of yours
_Mannslaughter Wave 3:_ *Diamond/Pearl/Platinum Champion Cynthia Boss Music Plays*
Banana man found a way to bring back gamer PTSD in 2 ways at once.
“Never expect me to make a video this long” weezy, on a video half this length
I love your videos because they make for great background listen. I always watch them first but then they just give me that nice background noise that feels jsut right. Other than that I've played MvM but very long ago so I understand about 50% of what you talk about yet I still enjoy it. I've watched the Worst/Best Class loadout videos 20+ times each probably.
Honestly, I only play medic, I have no strategies, plans, map locations, I just think "heal = good" and win
well at least you have the right mindset
thank you so much for this, i was planning on doing two citys for the first time as a bet to my few viewers and i was terrified of it 'till now, thanks!
you should really try playing community mvm. Its really fun
for empire escalation 6, i have an odd strategy that ensures one heavy can keep the giant heal on kill's attention and live indefinitely, allowing said heavy an easy time whittling him down.
I go medic, equipping the syringe gun, the vaccinator, and ubersaw. I fully upgrade the syringe gun, and max out healing mastery, uber duration, and if i have the funds, uber rate. Uber duration on the vaccinator is added to each portion, not the whole meter. So suddenly one use is 8 seconds. The heavy needs to invest in at least some bullet resistance too, but essentially the combo of the vaccinator uber with bullet resistance plus his bullet resistance upgrades, and then using mad milk syringes to keep that big guy coated, means our heavy will not die. Not even right in the big guy's face and getting shot back, allowing easy bodyblocking
this lets the rest of the team focus on the soldiers and scouts accompanying him, taking them down before focusing the big guy if he's not dead yet.
Honestly pretty dissapointed Spy was never brought up for Broken Parts or Bone Shaker. For the same reason as those Giant Medic waves on expert, he solves a lot of headaches on those missions as well, as long as the player knows how to play him decently well.
spy can singlehandedly take out every giant with some uber canteens
Kinda understand why. Spy is the class that mostly use “do lots of damage then gtfo” tactics, making him the riskiest class to use in this wave. Broken parts has so little covers to hide from the spams attacks. If you REALLY wants to use spy, highly recomend to use recall canteen instead. Uber canteen is nice to tank the damage, recall canteen is like your second dead ringer, teleport instantly to spawn when dead ringer is not recharged yet and its dirt cheap (only 10 credits)
@@vodkawhisperer3923 not even need of canteens
@@vodkawhisperer3923 spy can singlehandedly take out every giant without uber canteens
@@eggorgreg yes
Thorough and insightful. Very good stuff.
a wave 666 overview would be awesome ngl
46:37 finally...its time to put my years of academy training to the test
mvm waves in tf2 have always seemed like a hard case to me.
"for the other third of my viewers who never played the gamemode... why?"
I'm addicted to tierlists and meta analisys
Kid named gas passer:
Laugh in gas
Haha hehe
Love that what clued me in to where some of these clips were taken from was seeing "ScorchShotSounding" showing up in the kill feed lol
Oh my god Weezy please do a vid on how to easily win Wave 666 its so good but so hard!
this truly is the best gift i could have gotten
Wave 666 guide?
5:39 I cant emphasize enough how true that was. Once I was running scout on manslaughter. We were constantly getting overwhelmed by the giant scouts. What was the teams solution? Demanding that I get off of being the ONLY scout to be a 2nd engie with my buildings on the other path (because that will somehow fix the issue). When I obviously refused that stupid idea (because who would then pick up the credits for the rest of the mission) they called me a scunt and kicked me.