Difference between revisions of "Mech Mutilation (mission)"

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As an endurance mission, Mech Mutilation features a timer that will appear over the bomb when it is not being carried, similar to the timer that appears over the briefcase in Capture the Flag or Special Delivery. When the timer runs out, the bomb is reset back to the robot spawn area. Furthermore, the respawn times for the defenders are fixed throughout the entire mission, so it does not increase each time a wave is completed.
 
As an endurance mission, Mech Mutilation features a timer that will appear over the bomb when it is not being carried, similar to the timer that appears over the briefcase in Capture the Flag or Special Delivery. When the timer runs out, the bomb is reset back to the robot spawn area. Furthermore, the respawn times for the defenders are fixed throughout the entire mission, so it does not increase each time a wave is completed.
  
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__TOC__
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== Waves ==
 
== Waves ==
 
{{Mvm mission mech mutilation}}
 
{{Mvm mission mech mutilation}}

Revision as of 16:18, 2 March 2020

Mech Mutilation
Basic Information
Name: Mech Mutilation

File name:

mvm_mannworks_ironman.pop
Developer(s): Valve
Map: Mannworks
Mission type: Endurance
Waves: 3
Difficulty: Advanced
Starting credits: 1000
Maximum possible credits: 5100
Minimum respawn wave time: 8
Maximum respawn wave time: 8
Fixed respawn time: Yes
Tour: Steel Trap
Sentry Buster spawn time: 0 seconds
Sentry Buster respawn time: 30 seconds


Mech Mutilation is an advanced endurance mission available on the Mannworks map. Mann vs. Machine achievements cannot be earned while playing this mission.

The unique part of endurance mode is that the mission has only three waves. However, those waves are extraordinarily long (between 10-20 minutes per wave) and failure will reset everything to the last checkpoint, regardless of how far the players have come.

As an endurance mission, Mech Mutilation features a timer that will appear over the bomb when it is not being carried, similar to the timer that appears over the briefcase in Capture the Flag or Special Delivery. When the timer runs out, the bomb is reset back to the robot spawn area. Furthermore, the respawn times for the defenders are fixed throughout the entire mission, so it does not increase each time a wave is completed.

Waves

Sub-wave Class Count Delay(s) Credits
Wave 1 (1100 Credits)
1A
Soldier
Hard 3 9 18 0 30 200
Pyro
Expert 2 4 12 30 20 100
Heavy steelfist
Hard 3 8 12 0 30 100
1B
Heavy
Expert 1 2 2 30 30 100
Pyro
Expert 4 12 30 15 100
1C
Demoknight
Hard 8 22 24 60 30 100
Tank
18,000 1 90 200
Tank
18,000 1 90 200
Wave 2 (1600 Credits)
2A
Demoman

Type 2
Expert Spawns at the left 1 2 5 0 30 300
Demoman

Type 2
Expert Spawns at the right 1 2 5 0 30 300
Pyro
Easy 4 8 40 5 15 100
Scout stun
Hard 3 6 12 60 20 200
2B
Sniper bow
Hard 8 18 40 90 20 100
Pyro
Expert 2 4 6 90 20 100
Pyro
Expert 1 3 120 15 200
2C
Sniper bow
Hard 15 15 60 0 100
Pyro
Expert 4 12 60 15 200
Medic uber
Medic uber
Medic uber

Über Medic
Easy Pictogram plus.png Spawns with full Über

Pictogram plus.png +100% ÜberCharge rate
Pictogram plus.png +400% heal rate
Support
Sniper
Hard Vision range 2500 2 30 60
Spy
Expert 3 60 60
Wave 3 (1200 Credits)
3A
Pyro
Easy 12 16 36 0 30 100
Soldier infinite
Expert 3 9 0 30 300
Medic uber
Medic uber

Über Medic
Easy Pictogram plus.png Spawns with full Über

Pictogram plus.png +100% ÜberCharge rate
Pictogram plus.png +400% heal rate
3B
Heavy
Hard 5 10 20 30 30 200
Pyro
Expert 3 6 8 60 30 100
3C
Scout
Hard Melee only
Spawns from the carrier tank or lower tunnel
15 22 30 40 30 100
3D
Tank
20,000 1 30 100
Tank
20,000 1 30 100
3E
Heavy
Expert Spawns at the left 4 8 90 35 0
Medic uber
Medic uber
Medic uber

Über Medic
Easy Pictogram plus.png Spawns with full Über

Pictogram plus.png +100% ÜberCharge rate
Pictogram plus.png +400% heal rate
Heavy
Expert Spawns at the right 4 8 90 35 0
Medic uber
Medic uber
Medic uber

Über Medic
Easy Pictogram plus.png Spawns with full Über

Pictogram plus.png +100% ÜberCharge rate
Pictogram plus.png +400% heal rate
Support
Scout stun
Hard Active wave 3E only 6 12 30 120 30 200
Sniper
Hard Vision range 2500
Razorback The Razorback
3 15 60
Spy
Expert 3 60 60

Basic Strategies

The Soldier Robots in wave 1A should be your first target due to their nearly clairvoyant aim. This can be accomplished easily with a Scout getting behind them, or a Demoman placing Stickybombs in the general area that they spawn in. In wave 1B, the Pyro Robots can be very distracting in taking out the giant Heavy Robots, but a fast Scout using Fan o' War can allow teammates to easily bring them both down. Wave 1C is usually no trouble at all, as Demoman Robots are generally easy to destroy.

Trivia

  • According to disabled code, 12 Steel Gauntlets were supposed to appear on wave 2B as the earliest robots in this subwave rather than the Giant Pyro (10 seconds compared to the 15 seconds for the Giant Pyros).

See also