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DeadlyBerserker

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#1 DeadlyBerserker
Member since 2012 • 25 Posts
Sniper: Hitsman Heatmaker:Only use this if your able to aim into large hordes of robots, can provide some damage to giants if they are shot in head with full Damage,but be aware that if you don't hit the head 20% of damage is off. Sydney Sleeper:A sniper rifle that can coat their opponents in Jarate, which can help with giants and other annoying robots, but it won't perform headshots. Bazaar Bargain:Like the Heatmaker, only use this if you have good headshot aim but it will become your advantage if you use it properly. Machina:Due to the damage going up and projectile penetration,it can serve a good way to shoot through several regular robots at one time or damage a giant. Huntsman:Like the regular Huntsman it does high damage when pulled back fully, and will apply critical hits if a opponent is hit in the head, I would ask to get more clips or arrows for it and get a bleed effect Razorback:Should only used if a Spy is lurking around. Cozy Camper:For snipers who will zoom in and out often and stay in one spot. SMG:If a Robot gets to close like a Scout, it can be used to attempt to pick them off, but be aware in close range it isn't that strong against a heavy or giant version. Cleaners Carbine:Could be very effective when used by a good wielder,when killing a weakened bot it can be used to deliver much pain to the other bots due to it giving 3 seconds of guaranteed crits. Darwins Danger Shield:For snipers who wish to live longer,but does not have good conjunction with any other sniper rifles, as your forced to stay back from the lines and have to engage spies with your melee weapon where they will usually use their revolver Jarate:I would use this the most since it can apply Mini crits to whoever it lands on,you can put the recharge duration up to throw more out, could be used with a Sydney Sleeper when wanting to cover as much bots with Jarate as possible.
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#2 DeadlyBerserker
Member since 2012 • 25 Posts
Sorry for this doing this many times, I will update this as other robots and enemies and strategies come along so be ready for updates over time. Robots:These Bots can be beaten by almost any other class,and have the same weakness as their human counterparts. Pyro:Functions like your regular pyro,only using a regular flamethrower,usually will attack in swarms to burn you to death so look out.(175 HP) Heavy:Also like a regular heavy, only using their minigun, when in numbers use a Wide splash weapon to do some damage to them so your comrades can finish them off.Slowest of all regular robots when running they go at 73% speed(300 HP) Soldiers:These soldiers are like the average soldier, only using their primary weapon and firing their rocket launcher, if your able to move fast you can dodge em, but lookout or take cover when they gang up on you(200 HP) Scout:The most common bot in MVM,fast but weak but usually come in large hordes to backup their fragility, they can be the cause to lose a round since they are so fast and can sneak by unoticed and only wield bats.(125 HP) Demoman:Only wield Grenade Launchers to attack their opponent and move slighty slower then other robots when running they go 93% speed(175 HP) Snipers:Always come in support, as far as I know anyway, they will attempt to shoot and kill you at long distances, you can either go on offense to take them down or avoid them all together(125 HP) Spies:Like snipers they are always in support, they will disguise as your own team,sap buildings,cloak to avoid danger and when found they will use a revolver when found, they may also occasionally taunt after a kill and their entrance are announced by the Administrator(125 HP) Special Robots: Buff Soldiers:Soldiers who carry Buff Banners and will give all Robots nearby them mini crits when using Buff Banner, will use rocket launchers, good way to stop them is just opening fire onto them as soon as they use their ability or before they use it Quick Fix Medics:These medics are unable to uber but heal very quickly and have no other ways to attack(150 HP).A good way to beat any medics is to place a sentry in a unusual placement so they don't notice it to quickly Uber Medics:These medics will uber very quickly, if you got a pyro try to airblast them away from their target and kill them before they can get back to their target and have no other means of attack(150 HP) Bowmen:These snipers are like regular snipers,except they don't come in support and will shoot you with their huntsmen and deadly in close range, if you can do not let these bots get in close range of you since they usually come in numbers of multiple sizes and can harass you and your team with arrows, a good way to beat them is a Demo or Heavy or placing a sentry down to stop them.(125 HP) Sydney Snipers:Snipers who wield Sydney Sleepers indicated by the little Jarate drop on the Sniper icon on the icon, if they shoot you they will have the same damage as regular Sydney Sleeper does, either killing you or applying Jarate which other bots can kill you much efficiently, these can be beaten like any regular sniper except if you get shot and have jarate applied to you take cover but if you don't remember you'll be at risk from other bots, my suggestion is being a Soldier to stop them if there in a long range.(125 HP) Demoknights: Demos who wield a Eyelander and Chargin' Targe, capable of moving very quickly across distances and have a longer melee damage.Upon killing, you will gain 3 seconds of guaranteed crits.These knights can move very quickly when they charge, so I would prefer a Heavy,Demo,Soldier,Engineer, or Pyro to beat them.(175) Minor League Scout:Scouts who move as the same speed as scouts, but only use Sandman to stun enemies and are identified by the Batter Helmet they wear, their icon is a little baseball.These function like regular scouts except their ability to stun, so I would say be a Heavy due to the large amount of Ammo in your Minigun as they often come in more groups then one.(125 Health) Steel Gauntlets:Heavies who carry Fists of Steel, who can take large amounts of ranged damage but can attack in gangs and use only their melee, a good way to halt these Metal monsters is to use a Demoknight to charge into them or use any melee since their exceptionally weak to melee, a good idea would be to use the Ullapool Caber.(900 HP) Sentry Buster:Literally a bomb on legs,These things are very annoying and can detect Sentries that are problems to the horde, a good thing of device is to airblast these things,but be aware they can't be backstabbed or headshotted, but they cannot carry bombs, to halt these or slow their time you can use a Pyro airblast them in the air where a Heavy or Explosive class like a Demo or Soldier can finish them off(2500 HP) Heavyweight Champ:Heavies who wield Killing Gloves of Boxing and wear Pugilist's Protector to identify themselves,using only melee and attack in gangs,a well placed Sentry can take care of these champions very well since they will attempt to gang up on one target,try being a Demoman to harass them with grenades.(300 HP) Fast Heavy:A Regular heavy who carries a Urgently Killing Gloves of Boxing, but will receive mini crits and can be the cause the loss of the round, this heavy is more weaker then the Heavyweight Champs about any Class can take down these fast moving heavies in a few hits depending on their weapon(300 HP) Holiday Punch Heavies:Heavies who carry a Fully Critical Holiday Punch and make whoever they hit laugh and become easy pickings for other Robots, this and the other 2 robots before this will guarantee critical hits for 5 seconds and these variety are the most rare of all.To defeat these bots you must keep a distance as they can instantly make you laugh when ever they hit you.(300 HP) Giants: Major League Scouts:Move the same speed as normal scouts and can use only the Sandman,Moves faster than most giant robots (67% speed), but still at reduced speed. Able to regenerate a ball a second or so(1600 HP) Super Scouts:Fastest Bot in the game, uses the Holy Mackerel and identified by their Bonk Boy.They are not dangerous and not durable, but their sole purpose is delivering the bomb, a good way to slow these bots down is using Jarate or Mad Milk, a good backup is to place a sentry at the final point where the bomb is delivered so it might die off from the damage it took getting there.(1600 HP) Giant Soldier:Regular Soldier but increased HP(Presumed to be 3000-3800 HP) Giant Heavy:Regular Heavy but increased HP(Presumed to be 4000-5000) Giant Demo:Regular Demo but increased HP(Presumed to be 3000-3300 HP) Rapid-Fire Soldier:A regular Soldier who is capable of firing rockets faster then a normal rate, a good sentry position can do damge to these Giants from a unusual position to weaken them down for a stronger offensive class like a heavy.(3300 HP) Charged Soldier:A giant soldier who fires charged rockets at 50% slower speed , wields The Original.Since they fire rockets at a slower speed I would prefer to become a Soldier or Demoman or a Supportive Engineer with a wrangler to damage these Giants from a distance(3800 HP) Giant Pyro:A giant pyro who wields a Flamethrower but has increased health,any ranged class like a Sniper can do large damage to them with their rifles,just keep any distance away from these mumbling bots like being a Soldier or Demoman(3000 HP) Giant Flare Pyro:A Pyro who wields a Flare Gun and Old Guadalajara and can shoot with deadly accuracy, since they don't use their Flamethrower they can be taken down in a closer range but beware they have good accuracy(3000 HP) Rapid Fire Demoman:A large demo who shoots Grenades at a somewhat faster rate.Stay out of their line of fire like a sentry they don't notice to drain some of their health so the rest of the team can turn these bots into scrap metal.(3300 HP) Deflector Heavy:A heavy who is capable of shooting down grenades and rockets and wears a Mechanical Ushanka called the U-clank-a, my idea would not be a Demoman or Soldier when close to these classes as they have a Special weapon called the Deflector that can shoot down rockets or any projectiles, so I would be a heavy with a Klitzkrieg medic with uber charge canteens and the share power up as they are usually accompanied by Uber Medics(5000 HP) Giant Demoknight:Identified by Prince Tavish's Crown, wielding Eyelander and Chargin' Targe but doesn't make very long charges,anything but a Scout or Pyro can deal decent damage to these crowned bots, like a Soldier,Engineer with a sentry gun, or a Demoman.(3300 HP) Tank:A slow moving vehicle,unable to damage the players but can run down any buildings and is able to deploy bombs and can cause the failure of a round,but is unable to be backstabbed or headshotted,they will instantly drop the bomb upon reaching the last point by dropping it in,their arrival is announced by the administrator, any class but the support classes can do damage to this since it can't be headshotted or backstabbed and a syringe gun can't do much damage against it(20000-30000 HP)
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#3 DeadlyBerserker
Member since 2012 • 25 Posts
Robots:These Bots can be beaten by almost any other class,and have the same weakness as their human counterparts. Pyro:Functions like your regular pyro,only using a regular flamethrower,usually will attack in swarms to burn you to death so look out.(175 HP) Heavy:Also like a regular heavy, only using their minigun, when in numbers use a Wide splash weapon to do some damage to them so your comrades can finish them off.Slowest of all regular robots when running they go at 73% speed(300 HP) Soldiers:These soldiers are like the average soldier, only using their primary weapon and firing their rocket launcher, if your able to move fast you can dodge em, but lookout or take cover when they gang up on you(200 HP) Scout:The most common bot in MVM,fast but weak but usually come in large hordes to backup their fragility, they can be the cause to lose a round since they are so fast and can sneak by unoticed and only wield bats.(125 HP) Demoman:Only wield Grenade Launchers to attack their opponent and move slighty slower then other robots when running they go 93% speed(175 HP) Snipers:Always come in support, as far as I know anyway, they will attempt to shoot and kill you at long distances, you can either go on offense to take them down or avoid them all together(125 HP) Spies:Like snipers they are always in support, they will disguise as your own team,sap buildings,cloak to avoid danger and when found they will use a revolver when found, they may also occasionally taunt after a kill and their entrance are announced by the Administrator(125 HP) Special Robots: Quick Fix Medics:These medics are unable to uber but heal very quickly and have no other ways to attack(150 HP).A good way to beat any medics is to place a sentry in a unusual placement so they don't notice it to quickly Uber Medics:These medics will uber very quickly, if you got a pyro try to airblast them away from their target and kill them before they can get back to their target and have no other means of attack(150 HP) Bowmen:These snipers are like regular snipers,except they don't come in support and will shoot you with their huntsmen and deadly in close range, if you can do not let these bots get in close range of you since they usually come in numbers of multiple sizes and can harass you and your team with arrows, a good way to beat them is a Demo or Heavy or placing a sentry down to stop them.(125 HP) Sydney Snipers:Snipers who wield Sydney Sleepers indicated by the little Jarate drop on the Sniper icon on the icon, if they shoot you they will have the same damage as regular Sydney Sleeper does, either killing you or applying Jarate which other bots can kill you much efficiently, these can be beaten like any regular sniper except if you get shot and have jarate applied to you take cover but if you don't remember you'll be at risk from other bots, my suggestion is being a Soldier to stop them if there in a long range.(125 HP) Demoknights: Demos who wield a Eyelander and Chargin' Targe, capable of moving very quickly across distances and have a longer melee damage.Upon killing, you will gain 3 seconds of guaranteed crits.These knights can move very quickly when they charge, so I would prefer a Heavy,Demo,Soldier,Engineer, or Pyro to beat them.(175) Minor League Scout:Scouts who move as the same speed as scouts, but only use Sandman to stun enemies and are identified by the Batter Helmet they wear, their icon is a little baseball.These function like regular scouts except their ability to stun, so I would say be a Heavy due to the large amount of Ammo in your Minigun as they often come in more groups then one.(125 Health) Steel Gauntlets:Heavies who carry Fists of Steel, who can take large amounts of ranged damage but can attack in gangs and use only their melee, a good way to halt these Metal monsters is to use a Demoknight to charge into them or use any melee since their exceptionally weak to melee, a good idea would be to use the Ullapool Caber.(900 HP) Sentry Buster:Literally a bomb on legs,These things are very annoying and can detect Sentries that are problems to the horde, a good thing of device is to airblast these things,but be aware they can't be backstabbed or headshotted, but they cannot carry bombs, to halt these or slow their time you can use a Pyro airblast them in the air where a Heavy or Explosive class like a Demo or Soldier can finish them off(2500 HP) Heavyweight Champ:Heavies who wield Killing Gloves of Boxing and wear Pugilist's Protector to identify themselves,using only melee and attack in gangs,a well placed Sentry can take care of these champions very well since they will attempt to gang up on one target,try being a Demoman to harass them with grenades.(300 HP) Fast Heavy:A Regular heavy who carries a Urgently Killing Gloves of Boxing, but will receive mini crits and can be the cause the loss of the round, this heavy is more weaker then the Heavyweight Champs about any Class can take down these fast moving heavies in a few hits depending on their weapon(300 HP) Holiday Punch Heavies:Heavies who carry a Fully Critical Holiday Punch and make whoever they hit laugh and become easy pickings for other Robots, this and the other 2 robots before this will guarantee critical hits for 5 seconds and these variety are the most rare of all.To defeat these bots you must keep a distance as they can instantly make you laugh when ever they hit you.(300 HP) Giants: Major League Scouts:Move the same speed as normal scouts and can use only the Sandman,Moves faster than most giant robots (67% speed), but still at reduced speed. Able to regenerate a ball a second or so(1600 HP) Super Scouts:Fastest Bot in the game, uses the Holy Mackerel and identified by their Bonk Boy.They are not dangerous and not durable, but their sole purpose is delivering the bomb, a good way to slow these bots down is using Jarate or Mad Milk(1600 HP) Giant Soldier:Regular Soldier but increased HP(Presumed to be 3000-3800 HP) Giant Heavy:Regular Heavy but increased HP(Presumed to be 4000-5000) Giant Demo:Regular Demo but increased HP(Presumed to be 3000-3300 HP) Rapid-Fire Soldier:A regular Soldier who is capable of firing rockets faster then a normal rate, a good sentry position can do damge to these Giants from a unusual position to weaken them down for a stronger offensive class like a heavy.(3300 HP) Charged Soldier:A giant soldier who fires charged rockets at 50% slower speed , wields The Original.Since they fire rockets at a slower speed I would prefer to become a Soldier or Demoman or a Supportive Engineer with a wrangler to damage these Giants from a distance(3800 HP) Giant Pyro:A giant pyro who wields a Flamethrower but has increased health,any ranged class like a Sniper can do large damage to them with their rifles,just keep any distance away from these mumbling bots like being a Soldier or Demoman(3000 HP) Giant Flare Pyro:A Pyro who wields a Flare Gun and Old Guadalajara and can shoot with deadly accuracy, since they don't use their Flamethrower they can be taken down in a closer range but beware they have good accuracy(3000 HP) Rapid Fire Demoman:A large demo who shoots Grenades at a somewhat faster rate.Stay out of their line of fire like a sentry they don't notice to drain some of their health so the rest of the team can turn these bots into scrap metal.(3300 HP) Deflector Heavy:A heavy who is capable of shooting down grenades and rockets and wears a Mechanical Ushanka called the U-clank-a, my idea would not be a Demoman or Soldier when close to these classes as they have a Special weapon called the Deflector that can shoot down rockets or any projectiles, so I would be a heavy with a Klitzkrieg medic with uber charge canteens and the share power up as they are usually accompanied by Uber Medics(5000 HP) Giant Demoknight:Identified by Prince Tavish's Crown, wielding Eyelander and Chargin' Targe but doesn't make very long charges,anything but a Scout or Pyro can deal decent damage to these crowned bots, like a Soldier,Engineer with a sentry gun, or a Demoman.(3300 HP) Tank:A slow moving vehicle,unable to damage the players but can run down any buildings and is able to deploy bombs and can cause the failure of a round,but is unable to be backstabbed or headshotted,they will instantly drop the bomb upon reaching the last point by dropping it in,their arrival is announced by the administrator, any class but the support classes can do damage to this since it can't be headshotted or backstabbed and a syringe gun can't do much damage against it(20000-30000 HP)
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#4 DeadlyBerserker
Member since 2012 • 25 Posts
Decoy, first of all was built By Soldier.Be aware compared to the other maps it is very short so don't let scouts get by, Tanks emerge from the mineshaft and robots emerge from the rocks above the basin.Be aware that there are separate rooms and levels that can possibly separate the players from the robots.There is a ravine infront of your base, use it to airblast the Bomb Carrier off to delay them.As well try and place teleporters and other buildings where the Robots won't notice these buildings so you can gain some easy kills. Coal Town, many buildings to shoot from so use wranglers when you can as Engineers, as well many of the windows in the map you can shoot through with your sentries or be a sniper,Set up teleporters on the roofs of buildings so if there invading you can get behind the bots and destroy them,The robots emerge either from the left and right sides or mainly in the front part of the map, where the fences and judgement shed is located, one final thing, remember to use Pyro to airblast the bomb carriers into hazard areas to restart the bomb. Mannworks, Robots emerge from the top of the ravines on the left and right, Snipers usually emerge from the cave, tanks emerging from behind the wooden barriers.Engineers remember to place your sentries on the building near the Robot Entrance to cover the entire field,and for Pyros remember that the fairly large entrance point can be your advantage for example, Airblasting Sentry Busters in front of the sentry range so they will take damage as they will get to the sentry they are going For, due to the large landscape of the map the robotic demos and soldiers can shoot their weapons at long distances to deliver more damage unless their in small sizes, consider getting a heavy to get the Deflector upgrade and a nearby dispenser to stop this Over all, be aware that the waves will usually go up in difficulty over time, like for example I having to face 9 Charged Soldiers,12 Uber Medics,2 Tanks,9 Giant Heavies,Scout Support,Sniper Support, all in the final wave once so look out. Thanks for reading
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#5 DeadlyBerserker
Member since 2012 • 25 Posts
Hi this is my Guide to the MVM Robots, please feel free to Copy and paste but give credit. Robots: Pyro:Functions like your regular pyro,only using a regular flamethrower,usually will attack in swarms to burn you to death so look out.(175 HP) Heavy:Also like a regular heavy, only using their minigun, when in numbers use a Wide splash weapon to do some damage to them so your comrades can finish them off.Slowest of all regular robots when running they go at 73% speed(300 HP) Soldiers:These soldiers are like the average soldier, only using their primary weapon and firing their rocket launcher, if your able to move fast you can dodge em, but lookout or take cover when they gang up on you(200 HP) Scout:The most common bot in MVM,fast but weak but usually come in large hordes to backup their fragility, they can be the cause to lose a round since they are so fast and can sneak by unoticed and only wield bats.(125 HP) Demoman:Only wield Grenade Launchers to attack their opponent and move slighty slower then other robots when running they go 93% speed(175 HP) Snipers:Always come in support, as far as I know anyway, they will attempt to shoot and kill you at long distances, you can either go on offense to take them down or avoid them all together(125 HP) Spies:Like snipers they are always in support, they will disguise as your own team,sap buildings,cloak to avoid danger and when found they will use a revolver when found, they may also occasionally taunt after a kill and their entrance are announced by the Administrator(125 HP) Special Robots: Quick Fix Medics:These medics are unable to uber but heal very quickly and have no other ways to attack(150 HP) Uber Medics:These medics will uber very quickly, if you got a pyro try to airblast them away from their target and kill them before they can get back to their target and have no other means of attack(150 HP) Bowmen:These snipers are like regular snipers,except they don't come in support and will shoot you with their huntsmen and deadly in close range(125 HP) Sydney Snipers:Snipers who wield Sydney Sleepers indicated by the little Jarate drop on the Sniper icon on the icon, if they shoot you they will have the same damage as regular Sydney Sleeper does, either killing you or applying Jarate which other bots can kill you much efficiently(125 HP) Demoknights:Demos who wield a Eyelander and Chargin' Targe, capable of moving very quickly across distances and have a longer melee damage.Upon killing, you will gain 3 seconds of guaranteed crits.(175) Minor League Scout:Scouts who move as the same speed as scouts, but only use Sandman to stun enemies and are identified by the Batter Helmet they wear, their icon is a little baseball.(125 Health) Steel Gauntlets:Heavies who carry Fists of Steel, who can take large amounts of ranged damage but can attack in gangs and use only their melee(900 HP) Sentry Buster:Literally a bomb on legs,These things are very annoying and can detect Sentries that are problems to the horde, a good thing of device is to airblast these things,but be aware they can't be backstabbed or headshotted, but they cannot carry bombs(2500 HP) Heavyweight Champ:Heavies who wield Killing Gloves of Boxing and wear Pugilist's Protector to identify themselves,using only melee and attack in gangs(300 HP) Fast Heavy:A Regular heavy who carries a Urgently Killing Gloves of Boxing, but will receive mini crits and can be the cause the loss of the round(300 HP) Holiday Punch Heavies:Heavies who carry a Fully Critical Holiday Punch and make whoever they hit laugh and become easy pickings for other Robots, this and the other 2 robots before this will guarantee critical hits for 5 seconds and these variety are the most rare of all.(300 HP) Giants: Major League Scouts:Move the same speed as normal scouts and can use only the Sandman,Moves faster than most giant robots (67% speed), but still at reduced speed. Able to regenerate a ball a second or so(1600 HP) Super Scouts:Fastest Bot in the game, uses the Holy Mackerel and identified by their Bonk Boy.They are not dangerous and not durable, but their sole purpose is delivering the bomb, a good way to slow these bots down is using Jarate or Mad Milk(1600 HP) Giant Soldier:Regular Soldier but increased HP(Presumed to be 3000-3800 HP) Giant Heavy:Regular Heavy but increased HP(Presumed to be 4000-5000) Giant Demo:Regular Demo but increased HP(Presumed to be 3000-3300 HP) Rapid-Fire Soldier:A regular Soldier who is capable of firing rockets faster then a normal rate(3300 HP) Charged Soldier:A giant soldier who fires charged rockets at 50% slower speed , wields The Original.(3800 HP) Giant Pyro:A giant pyro who wields a Flamethrower but has increased health(3000 HP) Giant Flare Pyro:A Pyro who wields a Flare Gun and Old Guadalajara and can shoot with deadly accuracy(3000 HP) Rapid Fire Demoman:A large demo who shoots Grenades at a somewhat faster rate.(3300 HP) Deflector Heavy:A heavy who is capable of shooting down grenades and rockets and wears a Mechanical Ushanka called the U-clank-a(5000 HP) Giant Demoknight:Identified by Prince Tavish's Crown, wielding Eyelander and Chargin' Targe but doesn't make very long charges(3300 HP) Tank:A slow moving vehicle,unable to damage the players but can run down any buildings and is able to deploy bombs and can cause the failure of a round,but is unable to be backstabbed or headshotted,they will instantly drop the bomb upon reaching the last point by dropping it in,their arrival is announced by the administrator(20000-30000 HP)