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Menaria — Guts and Learning: Infinite Upgrades Refund

#fortress #guts #infinite #learning #mvm #refund #soldier #strict #team #upgrades #tf2 #2
Published: 2014-10-13 21:59:36 +0000 UTC; Views: 2866; Favourites: 55; Downloads: 2
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Description "IT'S NOT CHEATING! IT'S USING AVAILABLE RESOURCES TO FIGHT AN ENEMY!"


Credit to a good soul who told me about it today.
Also edgy Spy loadout is edgy.
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Comments: 77

Menaria In reply to ??? [2015-10-14 14:48:57 +0000 UTC]

as far as I know, not yet. Since MvM is fuckign broken all over.

👍: 0 ⏩: 1

jcieph3 In reply to Menaria [2015-10-14 15:40:49 +0000 UTC]

It wasn't. I just played 5 minutes ago and it still works.

👍: 0 ⏩: 0

TheSoldierInVietnam [2015-02-28 09:20:50 +0000 UTC]

Vlave please....Valve...no please oh God Valve....Valve.....VALVEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!!

👍: 0 ⏩: 1

Awdren In reply to TheSoldierInVietnam [2015-03-07 01:39:06 +0000 UTC]

You don't mean...

👍: 0 ⏩: 0

JohnnyHedgehog1992 [2014-11-26 19:00:24 +0000 UTC]

Frankly, one thing I like in 1 wave maps is that at any point of the game, you can sell your upgrades and change weapon according to the situation, making game easier.

👍: 0 ⏩: 1

Menaria In reply to JohnnyHedgehog1992 [2014-11-26 19:10:15 +0000 UTC]

As far as I remember the only one-waved mission is Wave 666.
And you can't change class/loadout during a wave.

👍: 0 ⏩: 1

JohnnyHedgehog1992 In reply to Menaria [2014-11-26 19:15:10 +0000 UTC]

Well, lately been playing on a campaign based MVM called "Machines attack". It's pretty much MVM with a story.

You should give it a try sometime, it's really fun if you're sick of playing on the same official maps on the same missions.

👍: 0 ⏩: 2

Dafuqer7 In reply to JohnnyHedgehog1992 [2015-11-28 13:57:35 +0000 UTC]

You played MA too? What's your favorite and least favorite thing about the series?

👍: 0 ⏩: 1

JohnnyHedgehog1992 In reply to Dafuqer7 [2015-11-28 14:51:32 +0000 UTC]

Well, the favourite is problably the fact that you don't just sit in the same area for hours trying to beat the same wave, it's a "start the wave and progress to win" kind of thing.

The least favourite is mostly the fact that sometimes the bosses get bugged and after killing the 1st out of 4 of the super bosses, the last 3 shows up at the same time and bug out the wave.

I also loved how the maker fit some TF2 music with certain points of the game to give a great ambience that's fitting from a SFM movie or so.

👍: 0 ⏩: 1

Dafuqer7 In reply to JohnnyHedgehog1992 [2015-11-29 11:58:15 +0000 UTC]

My favorite thing is the hilarious Engrish, and how it's very easy to Roleplay with other players who are here to just have fun.


On the other side, I DESPISE the fact that Balance went on a permanent vacation in those maps, with the bosses so overpowered, even a Wallhack Aimbot LMAObox hacker wound die 20 times over before managing to kill them, or deceptively powerful normal sized bots which somehow have more HP than giants, and many, many, many other bad things.

Yet despite that, I somehow have a soft spot for the series. I can always rely on the ThisLD servers running it if I just wanna have some random fun, or develop my silly roleplay skills.

And yeah, the music has a habit of being surprisingly fitting when used. (Attack on Titan on start of Ep13, amirite?)

Oh, and this is what happened in one playthrough of Episode 9 (and what has a habit of happening in that episode)

👍: 0 ⏩: 1

JohnnyHedgehog1992 In reply to Dafuqer7 [2015-11-29 12:10:09 +0000 UTC]

Don't think I played episode 13. But loved some parts like the train part at chapter 3 and the bot battles at chapter 6 trying to open the gates to face the boss demoman.

And episode 9 had quite some good moments, the fact that we try our best to kill tons of robots while trying not to fall in holes.

👍: 0 ⏩: 1

Dafuqer7 In reply to JohnnyHedgehog1992 [2015-11-29 12:19:40 +0000 UTC]

Yeah, some episodes were really well done. I was really impressed by Ep3 (some guys said it was how End of the Line should've been), and the "Controller Chase" in Ep4, as well as The actual MvM Gameplay on a huge map in Ep8, with a hilarious boss battle and scripted gates (Pootis Tornado!).
I also really enjoyed Ep9, as it actually gives you the thrill of being overwhelmed, and the possibility you might all die at once and restart the whole mission.


Then shall we make a tally of our opinions of the Episodes?

👍: 0 ⏩: 1

JohnnyHedgehog1992 In reply to Dafuqer7 [2015-11-29 13:03:32 +0000 UTC]

Maybe start from the beggining.

Episode 1:

Caught me off guard when it said we were in 2 fort.

Pros:
- Introduces the game mode well like where's the new upgrade station.
- Has a cabinet for emergencies.
- You can pick up a suit case with random results.
- The whole thing is good to farm bot kill achievements and also teaches players how to push bots (Which sometimes is hard to pull off in the actual MvM maps).
- Because the whole map is a single wave, you can go back, sell your upgrades, change weapons and re-upgrade everything for testing purposes, even while during the wave.

Cons:
- Bots can get into your spawn and kill you.
- Somewhat long respawn times.
- The close combat theme forces players to discard certain classes like spy and sniper unless for specific reasons.
- A player has to die to trigger the super soldier boss at the end.
- Players respawn in a small corner too close to the boss, which means you can't go back to upgrade unless you're lucky enough to get past him.
- Snipers on the balcony are about 1-2 shots (Depends on resistances), making pushing on the bridge side a huge risk.

Bugs:
- You can sit on the corner of the door to the boss and it won't attack you, however, it will attack you if you get too close to him, which means players without or with little damage fall off issues (Like sniper, scout, heavy, soldier, engy and demo) can destroy him without too much of a hassle.

Strategies:
- Always have an engineer, he's helpfull to keep pushing the waves and maintaining a line of defense in case you die.
- Medics are helpfull since they bring you back from the really long respawn times, as well as keeping the team alive.
- Scouts are handy for cash, but due to close spaces, he's forced to take bonk untill he gathers enough money for resistances.
- A good sniper can make short work of enemies on the balconies and on the bridge, as long as no bots sneak up on him via near spawn.
- Crowd control classes like Demo, soldier and Heavy can be handy to keep the pressure on.
- Pyros help by flaming everything or by pushing back ubered robots.

I'll wait for your review of episode 1 then. :3

👍: 0 ⏩: 1

Dafuqer7 In reply to JohnnyHedgehog1992 [2015-11-29 13:34:14 +0000 UTC]

My review:

Pros:
-It immediately gets you into the action when it starts
-You can collect a TON of money and kick some major robot ass
-Some parts of the Episode are pretty darn fun, like the entire point of fighting your way through towards the BLU base.
-The "Checkpoint" with full ammo and Medkits where the old RED spawn used to be, which allows players to set up camp there.

Cons:
-While players will most often have an easy time whacking the poop out of the robots, they won't be able to progress until the game is satisfied and drops the invisible walls, which also have a habit of separating Scouts from the money they drop.
-Robots sometimes just pop into existence, no neat spawn point.
-Without an engineer to defend the spawn, robots can quickly overwhelm the players and essentially spawn camp.
-Also, until you reach the final boss, your spawn remains in the RED Intel room.
-Sometimes Medics and Dispensers can negate the effects provided by the buff briefcase (Uber and Krits for example)
-The dialogue script. The creator consistently refuses to ask a friend fluent in English to write the plot.
-Some robots are absurdly hard to kill or are obnoxiously powerful (however, they pale in comparison with later episodes)

Bugs:
-Aside from the one you mentioned, it's possible to enter the sewers (despite the "hot water") and actually survive, as only the water below the bridge has the damage area. If you get into a sewer, you're stuck there because both exits are blocked, and you can only leave by dying (or using uber to have the damage toss you out)
-You can also enter the secondary Spawn rooms in both bases through the exit holes usually used to drop down into the L shaft, in which you'll find things like overturned supply cabinets.

Strategies:
-You're right. An Engineer is pretty much essential to winning this. So is a medic.
-Scout is Mandatory. I remember playing a version of the first episode where robots drop only $2, which is absurd considering how many you have to kill then just to get a single HP on kill, or other low-cost upgrade. I think the map owners modified the .pop file to fix it recently.
-I also strongly suggest Pyro, especially for the final boss. Pyro with crits and HP on kill is a robot death machine. However, when the Final boss comes, switch to the stock Flamethrower or any other that can Airblast. Then just tell your teammates to stay back while you reflect the boss' rockets back at him. You'll eventually scrap him, though you might have to leave shortly to get ammo, even with max ammo capacity.
-And I don't agree with the Sniper. Since 2fort doesn't have many open areas, and robots tend to mass around the bridge, he won't have an easy time sniping. His Jarate is great for mini crits, but that can also be done with a Fan-O-War scout. Due to the dense packaging of robots, Spy's sappers can easily aid the rest of the team.
-Actually, you can sorta scratch the last bit. Most servers that run these maps have 10 player slots, so you can have one of every class.

Your review is pretty good! Now let's see how you do Ep2.

👍: 0 ⏩: 1

JohnnyHedgehog1992 In reply to Dafuqer7 [2015-11-29 14:03:04 +0000 UTC]

Right, for episode 2...

Pros:
-A more versatile map, specially also teaching like in episode 1 that some items can be broken with damage.
-Again with the briefcase and lockers to aid you.
-Puzzles.
-A robot clearing game that stays easy as long as most of the team has the right classes and does their part. Sometimes half a team of 10 is enough.


Cons:
-Puzzles.
-If you don't destroy the wall and get on top before the tank smashes you, the game forces you to restart and view the whole dialogue.
-The wall only takes damage once the tank comes into view, instead of allowing players to skip it to avoid the stress.
-The elevator goes up the minute a player goes up, which means those who don't hurry end up dead by the tank.
-The laser challenge starts off nice, but gets nearly impossible unless you use a specific method (Scout with bonk, Medic with Uber or shield, Demoman blocking the lasers with stickies), AND then the player who actually gets through the lasers has to figure out a 4 console password to allow the others to deactivate the lasers, which means anyone else not fit for the challenge has to wait untill someone actually finishes the puzzle.
-The locked door puzzle is hard to figure out unless one pays attention to the details of the map (in this case, a desk with a chair near the door).
-The sentry puzzle again limits class placements to scout with bonk, medic with uber and patient and disguised spies (As sentries have like 5000000 HP each or something).
-Hate the door that can kill you by closing on you.
-Once the map orders the players to go back to blue spawn to trigger the train, they start spawning near the red side, with a chance of getting spawn killed by robots on trying.


Bugs:
- (Should place this in cons, but it's technically considered a bug since it makes it a pain) When facing the waves of robots near the red spawn area, if you kill robots INSIDE their spawn, sometimes they drop unreachable money that not even the scout can pick up.
- The elevator in the tank smash scene sometimes hurts you if too many players are on it, only way to avoid it is by having everyone constantly jump.


Strategies:
- Like last episode, engy and medics are a must for crowd control, teleporters and keeping team mates alive, even solving puzzles.
- Scouts just need to build resistances, no need to bother with anything else (I once had a game where a scout spend 10 minutes doing the conga towards the red spawn area picking up money. XD Eventually got kicked for afk.)
- Soldiers and demos can help both in puzzles as well in combat, having at least one of those is handy.
- Heavys can help with the tank smash scene by wasting all it's ammo on the wall, this with an engy's dispenser and the wall should be a goner.
- Altough spies are only needed for the sentry puzzle, their sappers can come in handy if the robot situation gets out of hand.
- Snipers aren't needed at all due to their poor DPS and close quarters (as well that they have no way of helping with most puzzles).
- Pyros can still help in the robot area and in the tank smash scene, so don't be afraid of being one.

👍: 0 ⏩: 1

Dafuqer7 In reply to JohnnyHedgehog1992 [2015-11-29 14:30:18 +0000 UTC]

In my opinion, Ep2 seems to have been more of an experiment to see what puzzles could work and what wouldn't. (then again, the creator isn't particularly taking too many hints...) Anyway, here's my review:

Pros:
-Fine Map layout
-Some Puzzles
-Robots appearing only after giving players enough time to set up and camp (like giving the impression that activating the Generator activated the robots as well)

Cons:
-You are given NO hints as to what you need to do to pass some puzzles. You need to guess or consult the internet to get past the "laser wall" trap, with the 4-console code, as well as climbing the chair and shooting an innocuous looking panel, or having to actually stay next to a door opening panel for several seconds (that's the last thing that would cross the mind of any player) when there's others nearby
-The robot camping section. The Generator could've been set to take less time to activate.
-The Sentries. Unless you have a Spy/Bonk Scout/Uber Medic, you cannot pass.
-Did I mention a lack of hints?
-It can be VERY tedious to defend the generator without an engineer, as until you have to fall back to the train, your spawn point remains there, so you have to walk a lot to get back to the action (having a Medic helps migitate this)
-The Entire opening Tank/Rock/Elevator sequence. One player manages to end up on the elevator and everyone else dies. And if everyone dies, we need to go through the whole frankly very boring opening narration again.

Bugs:
-Demoman can block some lasers with stickies, which is what you mentioned.
-Most of the time, robots just stand next to the "door" to the generator, instead of trying to deliver the bomb, and I think this is a good bug.

Strategies:
-Like you said, Engie and Medic are a must.
-Scout should just spam a stock melee weapon while standing in the robot spawn and collect money to heal, while everyone else spams bullets and explosives inside.
-Bonk Scout is great for dealing with the Sentry and Laser traps, and can replace Spy in that area.
-An engineer getting a two-way teleporter is a good way to break the sequence. Just get two people back to spawn immediately after the generator charges, and you can skip the whole going back and destroying the door sequence, finishing the episode.

Final Verdict: Good idea to experiment with puzzles for players, but it's a bit overdone. And please, less waiting for the generator to charge up.


Your turn, m8.

👍: 0 ⏩: 1

JohnnyHedgehog1992 In reply to Dafuqer7 [2015-11-29 15:46:48 +0000 UTC]

My turn for episode 3:

Pros:
-Relaxing music when waiting for players to start the wave.
-Kick ass music when the 2nd train comes.
-More kick ass music if the wave takes too long (At one point, you get the meet the medic song)
-The dialogue (even if broken) gives a hint of what to do, which is to shoot the missile.
-Level couldn't be any simpler once you read the dialogue.


Cons:
- If all players die, the wave is lost and players have to start over.
- Trains are very small, players might accidentally fall off and die when bumping or engys will have a hard time navigating through their own buildings.
- Somewhat annoying respawn timer if you die.
- At one point, a giant pyro will start airblasting anything that's projectile. Bullets solve this as he won't try, but if one doesn't take the memo, the pyro can airblast half the team behind the train and to their deaths.
- Classes that don't have good speed will have to buy jumping and speed upgrades to get to the other side of the train.
- If a giant heavy comes and is not dispatched quickly, it might get annoying trying to kill him as he'll place the entire enemy team under cover while more robots spawn.


Bugs:
- So far none that I could think, unless you count engy buildings floating over the exploded train.


Strategy:
-Again, engys and medics are a must.
-Scouts can go to the 2nd train without the need of upgrades, good for earning cash.
-Spies can spawn camp robots as long as he can get to the enemy train in the first place.
-Soldiers and heavys should focus on the bomb.
-Demos can set up traps and wait for the giant robots.
-Pyros can do alot of damage on the enemy train.
- Snipers again don't have much use. The spacing between trains isn't that long and I think huntsman arrows break between trains just like in episode 9.
- Remember to have one person on the 1st train when the 2nd train explodes and kills everyone in it.

👍: 0 ⏩: 1

Dafuqer7 In reply to JohnnyHedgehog1992 [2015-11-29 18:29:42 +0000 UTC]

Episode 3 is certainly a unique episode. Here's my review:

Pros:
-The music is fair and well played.
-The mere fact of fighting on top of trains is freakin' awesome!
-It's really fun to fight the robots up close and personal as a Pyro or Demoknight.

Cons:
-Giant Robots like Heavies can really mess up your day and can even kill the entire team at once, resetting the round
-The rockets on the train take an ABSURD amount of damage
-Unless someone solely focuses on the rockets, the round can take literally over an hour to complete
-There's no reminder as to what you need to do, so unless the team has at least one attentive player who communicates, they'll have no idea what to do.
-Sniper bots
-The spelling

Bugs:
-In some cases, before the wave starts, you can drop down on the ground and still live.
-Floating Engineer buildings when the enemy train is destroyed

Strategies:
-You pretty much took all the tips I wanted to give. The only thing I disagree on is with the Sniper, as with the good amount of open space and robot clustering, he can do a fair amount of damage.


Final Verdict: Overall very fun, with a real risk of a total party kill. This episode is well done.


Ready 4 Episode 4?

👍: 0 ⏩: 1

JohnnyHedgehog1992 In reply to Dafuqer7 [2015-11-29 20:19:42 +0000 UTC]

Alright, let's see for episode 4...

Pros:
- Some puzzles, more story and a couple of boss fights.
- Neat music after the first boss.
- The game allows you to use halloween spells outside of halloween, as long as you have the book or a magazine.

Cons:
- Both bosses are either too OP or annoying.
- Sometimes the first boss caused the wave to bug out by not progressing with the game.
- The massive ammount of enemies spawning everywhere made basing and switch looking a somewhat pain.

Bugs:
- I heard there was a bug with the puzzle where if a player pressed the switches too fast or too soon, the game wouldn't progress...
- Sometimes after killing the 1st stage out of 4 on a boss, the last 3 would show up at the same time.
- An engy can set up a teleporter right out the gate before the wave starts, allowing an early setup against the first giant demoman.

Strategies:
- Annoying or not, bosses are still beatable. For the soldier boss, a demoman helps as he can pipe and sticky him to death from behind cover as long as the other players don't try to attract his attention.
- The same strategy can be applied to the scout boss battle.
- Engys and medics again, are a must or at least help alot.
- Scouts can attract attention, but if not well played, he can do more harm than help, otherwise, they still help with the money.
- Spies can backstab the soldier easely, but can barelly survive a dead ringer feign (Maybe not even that with recent nerfs).
- Snipers have some breathing room and space to work and maneuver in this map.
- Heavys, pyros and soldiers can help push the waves during the puzzle stage.

The mission is kind of a mess, but a determined team can beat it if they know where to look or are carefull. Unless the bosses bug out again.

👍: 0 ⏩: 1

Dafuqer7 In reply to JohnnyHedgehog1992 [2015-11-29 20:47:56 +0000 UTC]

That's a good roundup of Ep4, but you missed one important detail. Here's my review:

Pros:
-Generally appealing mission, Good layout, and some interesting puzzles
-Halloween Spells! Awoooo!
-Finally giving hints as to how to do the puzzles

Cons:
-Both bosses, as they are REALLY OP and have idiotic names (I mean, what does "Cymanic" or "Jakete" even mean?)
-Bots spawn out of nowhere
-Some bots (aside from the bosses) have deceptive amounts of HP (Terrorists, I'm looking at you.)
-Unless the team is coordinated and has some specific classes, the map can't be accomplished
-Once you pass through the water duct, you aren't able to open the gates for your team to pass

Bugs:
-With clever Rocket/Sticky/Sentry/Spell Jumping, it's possible to glitch out of the map and walk under it (I've done this several times for my own amusement)
-Same bugs you mentioned

Strategies:
-Engineer is ABSOLUTELY essential to this mission. Because players generally hate trying to climb up the water pipe, and they have to do it unless an engineer erects a teleporter
-Soldier, Demoman or Detonator Pyro are also highly recommended, so they can reach one of the controllers
-Cymanic Stage 4 can easily be beaten by any competent pyro, and all it takes to defeat him is to airblast his ultra-super-mega-insane-range-insta-kill-murder-rocket back into his face
-Medic's shield is the best thing that can happen to a group of players when fighting either boss


Final Verdict: More interesting puzzles than Ep2, but still offset by unbearably powerful bosses and robot spam. Could've been better.

High Five! Time for Episode 5!

👍: 0 ⏩: 1

JohnnyHedgehog1992 In reply to Dafuqer7 [2015-11-29 22:37:34 +0000 UTC]

Let's see if I recall it... Ah yes...

Pros:
- An intense elevator fight on your way down.
- Good for farming kills and money if you're a class that can destroy bots easy in their spawn points.

Cons:
- You always spawn at the middle of the elevator, which can be agravating in some cases (Like when the 2 giant pyros show up).
- If everyone dies, it's game over.
- You can only buy upgrades at the start of the wave. However, if an engy sets up a tele near the table, you can go back as many times as you can before hand.
- If you bought jumping upgrades, then the airducts at the end of the game will be a nightmare for you.
- The 50 sentry nest at the end of the elevator ride. (Up to this day, still dunno how to disable them!)
- If you fall too far or misjudge the distance of the elevator and the death line, you end up losing your advantage to setup kills behind bot spawners.
- If you fall during the airduct stage, you have to start all over (Safe if an engy set up a teleporter).

Bugs:
- Sometimes the elevator refuses to go down when too many players are standing on it.


Strategy.
- Unlike previous maps, engy's aren't exactly mandatory as their buildings just float in place once the elevator goes down, but they help in the airduct stage as they can set a teleporter on the broken elevator and then another one in the storage room in order to progress. And like said, you can use teleporters to get back to the upgrade room.
- Medics might help with their shields and ubers, but the close confinements of an elevator might make survival tricky.
- Soldiers, demos, pyros and heavys are always handy when dealing with the bot waves on the walkways.
- Scouts and spies can just bash robots on the walkway spawns and gain a massive ammount of money as they wait for the robots to stop spawning.
- Snipers help somewhat if you stand on an upper walkway and sniper your way down.
- In case you can't solve the 50 sentry nest puzzle, have ONE player waiting on an upper walkway to avoid triggering the wave reset.
- Even tought it helps on the walkway part, DO NOT BUY jumping upgrades, they'll bite you in the ass in the airduct part.

👍: 0 ⏩: 1

Dafuqer7 In reply to JohnnyHedgehog1992 [2015-11-29 23:11:32 +0000 UTC]

Well then. To beat the 50 sentries, you need to destroy just one to wipe out the entire row. Anyway...

Pros:
-Dynamic Elevator ride
-Indestructible NPC Dispenser
-On-HUD pop-up to place a tele in order to allow further upgrading

Cons:
-Huge amount of robots that love to camp you
-Sentry section. Unless you shoot them, there's no hint as to how you defeat them
-Air Duct section. Especially murderous if you have a Jump upgrade
-Youre Coma
-The outrageous darkness when the elevator crashes. Seriously, I can't see a thing!
-If you fail to spot a hard-to-see entry when crawling through the last duct, you'll have to crawl all over again.

Bugs:
-A Scout with Bonk! can actually manage to get past the insta-kill barrier below the elevator. Same for Uber Medics.
-Elevator bugs out when too much activity is on it (e.g. people taunting, moving, etc.)

Strategy:
-I really have nothing else to add. You covered pretty much everything.


Final Verdict: Tedious, grindy, and unbalanced. Still somewhat fun, though.

What shall it be? Wave 666, or Ep6? (Ep6)

👍: 0 ⏩: 1

JohnnyHedgehog1992 In reply to Dafuqer7 [2015-11-30 09:47:35 +0000 UTC]

Let's get to episode 6 then.

Pros:
- Badass moment after the water section as you fight tons of robots to get your way past to the final boss.
- Altought still slightly OP, the boss is somewhat fun to fight against.

Cons:
- The water part forces you to put at least 3 points in the self healing upgrade in order to survive under water forever.
- Besides the fact that it takes shit tons of ammo to destroy the wall, you also need to juke the fans to trigger the switch.
- The robots in the hallway section can be too many if the team isn't in check of camping the entrances.
- The demoman boss can most of the time one shot enemies and worse of all, he can force players to spawn behind him, forcing players to run past him to survive.
- When fighting the samurai stage of the demoman boss, if he kills a player, he gets full HP again.
- During the bombing run sequence, if a single player doesn't make it to the end, the game is over and they have to do everything all over again.

Bugs:
- (It's exploited, but I'll count it) The boss demoman won't attack you past a certain line of the room, which means players can shoot him as he just stares you down behind his invisible wall.
- Just like previous bosses, sometimes the demoman would bug out and spawn 3 of them at the same time, thus breaking the wave and making it unbeatable.

Strategies:
- Needless to say that engys and medics help. Engys can set up dispensers for players to destroy the wall and a medic with quick fix can help his patient get past the fans with little to no harm. They can also help push and camp out during the walkway stage.
- Soldiers, demos, heavys and pyros are a must for the water and walkway parts as they do the most damage of the team.
- Scouts still help to gather money.
- Spies can cap the gate to the boss battle without the need to undisguise or stay visible, making the walkway stage easier.
Snipers can help counter the enemy snipers on the walkway part, making the trek easier for the rest of the team. Snipers with bullet penetration or machina alone can help as enemies tend to show up behind the snipers.

👍: 0 ⏩: 1

Dafuqer7 In reply to JohnnyHedgehog1992 [2015-11-30 10:44:01 +0000 UTC]

Well then.

Pros:
-The idea for the episode
-Some dialogue is utter hilarity
-Walkway part is somewhat good
-Invisible Wall of Protection

Cons:
-Actually, just about everything else
-The walkway part, while it can be fun, is VERY tedious, and robots can easily overwhelm you
-The final gate before the boss, if you step out of the capture bounds for half a second, it closes entirely.
-Half of Bananananananai's stages (Samurai and Grenade Spammer)
-Pyro boss (might be a bug)
-The ENTIRE water section

Bugs:
-It seems the Pyro boss is bugged, so he appears alongside Bannai.
-The Invisible Wall of Protection is likely not a bug, but the most sane part of the boss fight with Bannai. Players can easily stand on the safe side of it and bombard him.
-Yeah, the boss can glitch the map if defeated too quickly or too slowly

Strategies:
-An engineer is mandatory again. As until you reach the bosses, you spawn in that closet at the start
-Medic is slightly less important, but important nevertheless
-Scouts, Snipers, and Spies are pretty useful here due to wide open spaces, especially when dealing with the boss and the gate, respectively.
-If you Jarate Bannai while he's a Demoknight or Samurai, you prevent him from charging, and with frequent "saturation" and Heavy's pushback, you can stick him into a corner, unable to reach you
-For the love of God, do NOT try to Melee Bannai while he's at low HP and a Samurai!
-If you can hit at a correct angle, you can press the gate button with an explosive and won't have to go through the "mixers"


Final Verdict:
This Episode... wasn't really well done. It had potential to be awesome and very fun to play, but the obnoxiously powerful bosses (which seems to be a recurring theme in this series) and badly made puzzles ruin half the fun for the players. Good luck.


Episode 7 is up next...

👍: 0 ⏩: 1

JohnnyHedgehog1992 In reply to Dafuqer7 [2015-11-30 11:02:56 +0000 UTC]

Forgot about part 6 that altough the samurai part of the boss is annoying, but can also be pretty easy if you have a demo/soldier with the same weapon as you can one shot him and spare your team the pain.

Anyways, on to episode 7:

Pros:
- Nice ambience song during the outdoor battle and the warehouse puzzle room.
- Good for farming robot kills.
- Hidden invisibility and self regen buffs on the map.

Cons:
- The battery puzzle, extremelly tedious if you don't have a demoman with stickies or a soldier that can aim, the boss sniper taking pot shots at you in the process and the robots constantly spawning doesn't help either.
- The tank battle at the beggining can be pretty annoying unless you have a spy that can sap the sentries.
- The puzzles are annoying as dying in a puzzle sets you ALL THE WAY back to the building exit, forcing you to walk ALL THE WAY back to the puzzle room.
- The puzzles require comms and a player at the control room.
- The jumping part of the puzzles, where falling down can lead to your death without questioning.
- The 2nd puzzle room where you need players that are good at rocket jumping/sticky jumping to get through.
- The sniper boss as again, he's really OP in some stages.

Bugs:
- The boss bug where you end up fighting 3 of them at the same time again.
- Sometimes the game allows you to fight the sniper boss BEFORE you're done killing the 50 giant robots.

Strategy:
- Due to the frustating puzzles, Engys are a "have one or don't play at all" kind of class due to the great use of teleporters.
- Medics help both during puzzles and during the battles that come.
- Demomen are a must with stickies due to the frustating battery puzzle.
- Soldiers are also handy in the puzzles.
- Heavys don't help much in puzzles, but for battles, they're handy again.
- Scouts and spies can make the puzzles somewhat easier with bonk/dead ringer or in spy's case, just being disguised.
- Pyros help in some battles (Hard to do some puzzles, but you're welcome to try).
- Snipers have plenty of room to work in the outdoors for sniping, provided you can get some higher ground. Just remember that altough sniper excells at long range, ironically there's a bullet travel limit of a certain distance.

- In the invisible spy maze, just jump over the containers and stay on top untill the end of the room. Once you trigger the dead BLU's dialogue, you can backtrack and kill them all.
- In the jumping section of the first puzzle, halfway there's a concrete flooring where the engineer can place a teleporter, use that as a "checkpoint" kind of thing.

👍: 0 ⏩: 1

Dafuqer7 In reply to JohnnyHedgehog1992 [2015-11-30 21:30:52 +0000 UTC]

Okay, here we go...

Pros:
-The looks of the Warehouse and the road
-A tiny few puzzles are fun
-Buff boxes

Cons:
-Everything else.
-Factory Guardian robot is far too OP and is only bearable if you have bullet immunity
-Tank part is ultra tedious
-Battery section raised the tediousness levels to two thousand times more than the tank
-Unneccessary minefield
-Tricky obstacle course where one person has to stay in a control room. No hints as to what each button actually does
-Ceiling i-beam jumping section
-The Entirety of the final areas, from the maze to the Final boss, which is again absurdly OP and has yet another stupid name (WTF does "Duvada" mean?!)

Bugs:
-The ones you mentioned
-If you drop down to fight Duvada before killing 50 giants, it will glitch and the map will become unbeatable
-In the warehouse, one of the containers is a "ghost" which means you can pass right through it, no problem

Strategies:
-None that I can think of, aside from what you said


Final Verdict: One of the most tedious, boring, annoying, stupid, poorly done and outright terrible Episodes in the entire series.


On the other hand, Ep8 is gr8, m8. Review it.

👍: 0 ⏩: 1

JohnnyHedgehog1992 In reply to Dafuqer7 [2015-11-30 21:45:20 +0000 UTC]

Another thing I forgot is that you have 2 choices gainst the tank's sentrys. Either sap them all with the regular sapper or destroy them all by sapping one with the red tape recorder.

👍: 0 ⏩: 1

Dafuqer7 In reply to JohnnyHedgehog1992 [2015-12-01 13:12:02 +0000 UTC]

So? Shall we continue with the reviews?

👍: 0 ⏩: 1

JohnnyHedgehog1992 In reply to Dafuqer7 [2015-12-01 18:10:55 +0000 UTC]

Yeah, forgot to write for the next one... Anyways, on to episode 8:

Pros:
- For some, the fact that this is just your typical MvM map with some story.
- Lots of space to maneuver and the lots of cover and higher ground that you can reach.
- A room that allows the player to choose his perks, they can use a teleporter to abuse this.


Cons:
- For me, the fact that it's just your typical MvM map base.
- Map too big and bots come out of too many ways.
- If no active teleporter is up, your team has to travel ALL THE WAY towards the front lines.
- Due to large gaps between bomb sites, teams will have to split in half (Meaning this will only be good with 10 players, 6 players might be insanely impossible).
- Trying to get back up the ramp area might be a pain, even with fully upgraded jumps.
- Heavy boss so Op that it might be literaly impossible to leave spawn without getting 1-2 shotted to death.

Bugs:
- None that I can recall...

Strategy:
- Engys! 1-2 of them! There's 2 bot entrances and even as a scout, you take about nearly a minute to reach either gates!
- Medics help with kritz alot, have at least one.
- Needless to say that soldiers, demos and heavys are a must have for massive damage output.
- Pyros can help by pushing robots down the ramp zone, forcing bots to both go back down and pick it up or to stall for time.
- Pyros with phlog can also massively destroy tanks alone, allowing others to focus on the bots.
- Scouts = Money, slows and minicrits. Simple as that.
- Spies can still help as they do best, sap large groups and stab giants. They can also take care of those pesky snipers near one of the bot entrances.
- Snipers are also welcome, but only 1-2 as the wide spacings allow them to have easy shots as long as they're bot being chased (Use parked tanks and containers to gain the higher ground and avoid possible backstabs and shooting.)

Frankly, didn't like this episode because it's just another MvM wave game instead of an adventure game.

👍: 0 ⏩: 1

Dafuqer7 In reply to JohnnyHedgehog1992 [2015-12-01 20:00:59 +0000 UTC]

I beg to differ.

Pros:
-A lot of people (including me) liked the fact that this Episode provides MvM gameplay in fine amounts of fair waves instead of a 1-wave bot spam script pile like literally all the other episodes are essentially
-The final boss' early stages are surprisingly hilarious. Pootis Tornado literally had me laugh my ass off the moment I read it and saw Pootis-Bot spinning around
-Surprisingly good object scripting (the gates were just grand)
-Challenging, yet doable
-Bonus box. Essential for last two stages of the final boss
-Dialogue, while still mangled, is highly amusing to listen to/read

Cons:
-The huge map makes it very tricky to get to the front without an Engineer
-Some robot types are obnoxiously powerful (Annoying balloon-head Scouts and snipers) or hard to take down (Bonk Scouts, Tank Heavies)
-Last two stages of final boss, who surprisingly has a somewhat less stupid name than the other Reaper Scrap robots so far
-The very long nature of the 10 big waves can take it's toll on the players

Bugs:
-Aside from the standard possibility of Boss Heavy glitching and making the map unbeatable, none.

Strategies:
-The wide open spaces allow for efficient use of long range classes like Snipers, Soldiers and Engineers
-Two competent snipers and one engineer to provide ammo and close range support are all it takes to completely lock down the far low robot entry point (believe me, this actually works)
-In the meantime, the rest of the team can focus on the tanks and robots that come out of the giant gates over bottomless pits
-Bonus box can be used to one's advantage if a specific type of enemy is coming. This goes two million fold when it comes to facing the final form of the Heavy boss. Have a Sniper with fully upgraded Jarate and Bushwacka grab bullet immunity and be the damage sponge while continuously soaking the boss in piss and whacking with crits 24/7 while the rest of the team attacks unharmed


Final Verdict: A surprisingly refreshing and pretty fun experience, especially after the huge disappointment that was Episode 7. However, traces of unbalance are still visible, especially around the Final boss, and the long nature of the Episode will mean that quite a lot of players will likely leave before it's over.


NEW: Roleplay options: (if you wanna roleplay to make the experience more fun for you, and other players)
-If you want, you can have one or two players (one preferable choice is Engineer) who can camp around the bomb hatch/computer and pretend they're hacking the gate, and add witty comments and "update" teammates on the "hacking process". (I've done this, and we had a lot of fun with it)


Geez, Ep9 already? We're fast!

👍: 0 ⏩: 1

JohnnyHedgehog1992 In reply to Dafuqer7 [2015-12-01 20:16:47 +0000 UTC]

Alright then...

Pros:
- Somewhat short and challenging.
- The whole thing almost gives you a piratey feeling, even tought one of the cons will tell you why you can't.

Cons:
- Top of the ship tries to push you towards the water.
- When the ship takes enough damage, it gets too hard to keep fighting without falling to your death.
- If everyone dies, the game starts all over again.
- The invisible walls between ships makes it so that not only you can't just jump to the enemy ship and kill the enemy (Like in episode 3), but also makes it so that certain projectiles (Huntsman arrows) can't be used as they break midway.
- During the falling sequence, it gets annoying trying to get to the bottom of the map without touching the robots as they instant kill you.

Bugs:
- Can't think of one.

Strategy:
- Engineers help in the ship definitly... Or they can camp on the wings of the ship and let it on auto, as long as the engy leaves a dispenser to block him from falling.
- Soldiers, snipers and pyros with flares will have to aim carefully to do damage.
- Demomen, scouts and spies suffer too much from damage fall off to be helpfull in the fight (However, spies with the ambassador are free to try).
- Medics can't save you from death by falling, but at least they can provide shields and buffs with their mediguns.
- Snipers can be quite handy, but due to positioning, the only possible good place to camp is on top of the ship by sitting next to the antenna (As the top part of the ship stops you from moving to the back).

👍: 0 ⏩: 1

Dafuqer7 In reply to JohnnyHedgehog1992 [2015-12-01 20:43:15 +0000 UTC]

Then let's do it...

Pros:
-Overall pretty interesting concept, and execution, though to a lesser extent
-Realistic wind effect pushes you back when on top of the plane, which also gives a nice balance to the overall gameplay: Stay inside with more cover and no movement problems, at the expense of reduced viewports, or get on top for a clear view, but be in danger of being either blown off the ship or shot by the robots
-Ship actually takes damage, forcing you to take a slightly different approach whenever a chunk of the ship blows off
-The feel of danger while robots hammer away at your ship is quite thrilling in a positive way, something that's not very common in regular MvM gameplay (unless you count for desperate attempts to push the bomb away from the hatch)
-Good special effects (alarms, giant ship that flies below you)

Cons:
-Those pyros which give you bleeding and minicrits on hit. Extremely annoying
-FAR too long respawn timers (30 seconds? Seriously?!)
-Entire falling sequence (unless you are a soldier or demo with the BASE Jumper)
-When enough of the floor is destroyed, some players may respawn above the holes and die again
-The giant robots boarding is a cool concept, unfortunately, there's far too little cover for players to effectively fight back

Bugs:
-None so far

Strategies:
-4 sniper teams are common in this episode, and for a good reason. Sniper is the ONLY class able to get extra money, which will be necessary if players die often
-Medics can use their shields to defend either the "doorway" or as impromptu Deflector Shields for the ship itself. This is very useful when the giant robots board the ship and they back into a corner and tank the huge Damage output of the robots
-Heavies with a kritz-boost can easily tear robots apart from afar, though this is uncommon
-Engineers aren't mandatory, but they certainly help
-Soldiers can help if they have the Direct Hit or invest into Rocket Specialist, and they are suggested to grab a BASE jumper shortly before the falling sequence, to at least live so the wave doesn't restart


Final Verdict: Surprisingly thrilling and overall pretty fun episode.

Roleplay Suggestions:
-One player can be selected as the "captain" whose job will be to hand out orders to the rest of the crew
-Another guy (usually me) can be the information officer who informs the team about the damage to the ship or some special events


Your turn. Episode 10 is up next.

👍: 0 ⏩: 1

JohnnyHedgehog1992 In reply to Dafuqer7 [2015-12-01 21:41:45 +0000 UTC]

And then the last episode I played online, but not over all, episode 10.

Pros:
- Great sound at the beggining.
- Good lightning effects that tell the player that it's a beautiful morning.
- Some awesome vs boss fighting sequence.
- Unlike most of the previous boss, the medic boss isn't THAT annoying.
- The ending always gives me some feels.

Cons:
- The puzzle forces the player to have a demoman, if one isn't in game, the puzzle can't be beaten.
- After the players enter the boss arena, they have like 5 seconds to buy upgrades untill the giant soldier with crit rockets start hammering on you.
- Long respawn times and the player will just end up spawning too close to the robot that just killed them.
- The only ammo possible for either the engy or the demoman for the puzzle is hidden inside boxes that can be broken (And it's just a small ammo pack).
- You don't get any upgrade stations untill you beat the puzzle first.

Bugs:
- Engys can place a teleporter inside the locked cage with enough aiming.

Strategy:
- An engineer will always help, at least with ammo.
- You need at least ONE demoman with grenade + stickies, otherwise you can't beat the puzzle as it requires you to both blow up the lock inside the cage and to pipe your nades inside a control room.
- Snipers have too little space maneuver, so either go huntsman sniper or pray that the boss robots won't shoot at you.
- Heavys and soldiers help aplenty as they can stop and push the giant robots away with their upgrades.
- Scouts aren't much needed money wise, but they can still help with mad milk, bonk, damage and minicrits.
- Medics help alot with shields and kritz.
- Pyros might be able to reflect the crit boss soldier's rockets back at him, so it helps having one early. That or just simply chipping away at the enemy's HP.
- Spies are too risky, but if they can take advantage of the boss medic's lack of attention, they can just spam stab on the medic as long as the patient isn't focusing them, thus killing the medic BEFORE killing the patient.
- Once the patient is dead, the medic will start shooting needles for tons of damage, but he forgets that needles have a travel time and range falloff, so you can shoot the bot from a safe distance while he desperatelly tries to shoot at you.

👍: 0 ⏩: 1

Dafuqer7 In reply to JohnnyHedgehog1992 [2015-12-02 13:53:49 +0000 UTC]

Okay, my review:

Pros:
-Very interesting concept
-Medic boss somewhat less OP (at least compared to others)
-Nice beginning

Cons:
-The whole crate room with both vents.
-Don't have a Demoman? Too bad. You cannot proceed
-Don't have an Engineer? Too bad. Good luck camping the lone ammo pack to destroy those incredibly durable crates
-Boss comes way too quickly after upgrade station becomes available (and you'll likely die at least 3 times before you're able to get upgrades to survive)
-Game cannot load the second area after the gas chambers. Instead, it causes the server to either change the map to a stock MvM map, or outright crash

Bugs:
-Final con
-Hilariously, a Heavy with the right timing can survive the gas trap by eating a Sandvich

Strategies:
-Darn. You pretty much got everything covered


Final Verdict: A unique case, somewhat short, but still pretty memorable.

Roleplay suggestions:
-Act like the poison gas is actually cocaine and crouch at the vents while saying "snort snort" for extra lols
-Rage when Metalgen mentions taking your money after killing you


So, you didn't play Ep11 yet?

👍: 0 ⏩: 1

JohnnyHedgehog1992 In reply to Dafuqer7 [2015-12-02 14:12:07 +0000 UTC]

Didn't play episode 11 completelly because it wasn't avaiable, but gave it a try in single player... Problem is that I couldn't complete it as it requires 3 players to proceed later on. Here's what I thought so far...

Pros:
- The fact that we are in a medieval mode map, making the level more challenging.
- Robots aren't carrying weapons except meele, so the fights are more even depending on class.
- Spell books everywhere, including super spells to help in the fight.
- Monoculus and HHH NPCs will kill the zombies.
- A mini cart avaiable?

Cons:
- Money is VERY scarce! Like 1-2 dollars per robot dead.
- Monoculus and HHH NPCs might and WILL turn on you, trying to kill you instead!
- Somewhat annoying respawn timers.
- After the 2nd area, the next area is too dark to understand where to go.

Bugs:
- None that I can think of...

Strategy:
- Engys can't build, only wrench. So I wouldn't bother taking him unless you want to go gunslinger/southern hospitality on the enemy.
- Medics and snipers are always usefull as they still have viable medieval weapons to snipe enemies from afar (Or heal allies in the medic's case).
- Heavys are durable enough for a meele fight, just take a sandwich or a steak alongside the bear gloves for massive damage against the bots.
- Soldiers can take the back pack secondary to improve the team's fight.
- Demos can go full demoknight, they're recommended for the game.
- Scouts can still assist with mad milk and his meele. They should also focus on the money as every dollar counts.
- Pyros are welcome either as solo (Back scratcher) or duo (Volcano axe + axetinguiser)
- Spies can't sap, but their stabs help to distract robots from the stronger players in your team (As well as pick up a few kills).
- Zombies only take their stock meele weapons, so you're safe to bring the half zatoichi as soldier or demo for the after kill heals.

Like I sad, I never played this level multiplayer because it wasn't possible at the time. So I don't even know how it ends.

👍: 0 ⏩: 1

Dafuqer7 In reply to JohnnyHedgehog1992 [2015-12-02 14:48:50 +0000 UTC]

That's... not Episode 11. I think that's Ep10b. (never actually played it) THIS is Episode 11.


Nice review, tho.

👍: 0 ⏩: 1

JohnnyHedgehog1992 In reply to Dafuqer7 [2015-12-02 14:51:39 +0000 UTC]

That explains it then. The last map avaiable back then was the one where you go to hell...

That map didn't even came out then.

So anything past 10a is unknow to me.

👍: 0 ⏩: 1

Dafuqer7 In reply to JohnnyHedgehog1992 [2015-12-02 15:22:26 +0000 UTC]

Well, there are also Episodes 12 and 13 (14 is still in Development), so I'll just wait patiently for you to play them and continue this fine adventure of ours.

(I suggest ThisLD servers, as they mostly run these and other custom MvM maps)

👍: 0 ⏩: 1

JohnnyHedgehog1992 In reply to Dafuqer7 [2015-12-02 15:30:12 +0000 UTC]

I usually play in those servers, but latelly haven't been playing TF2 at all... More of a LoL addict.

👍: 0 ⏩: 1

Dafuqer7 In reply to JohnnyHedgehog1992 [2015-12-02 19:23:30 +0000 UTC]

Take your time.

👍: 0 ⏩: 1

JohnnyHedgehog1992 In reply to Dafuqer7 [2015-12-02 19:25:22 +0000 UTC]

Well, if I ever start playing TF2 again, i'll let you know. In the meantime, better make sure I can contact you anyways.

👍: 0 ⏩: 1

Dafuqer7 In reply to JohnnyHedgehog1992 [2015-12-02 20:31:12 +0000 UTC]

No need to watch me. Just add this image we're discussing this on to a collection you rarely use, and then you can find me again.

👍: 0 ⏩: 1

JohnnyHedgehog1992 In reply to Dafuqer7 [2015-12-02 20:53:09 +0000 UTC]

Sure thing.

👍: 0 ⏩: 0

Menaria In reply to JohnnyHedgehog1992 [2014-11-26 21:17:08 +0000 UTC]

I'm never sick of any official Mann ups, since these are the only ones that give me loot.

👍: 0 ⏩: 1

JohnnyHedgehog1992 In reply to Menaria [2014-11-26 21:26:55 +0000 UTC]

Me neither, but don't like doing boot camp on them either.

👍: 0 ⏩: 0

PacFan13 [2014-11-04 15:01:18 +0000 UTC]

Zis vill help.

👍: 0 ⏩: 0

Captain-Peter-NL [2014-10-26 16:07:48 +0000 UTC]

omg...  

👍: 0 ⏩: 0

thesoldier213 [2014-10-19 15:52:11 +0000 UTC]

CHEEEEEEEAAAATING

👍: 0 ⏩: 0

Nikolad92 [2014-10-18 14:18:02 +0000 UTC]

Well. I guess it's an matter of time before valve have patched this.

👍: 0 ⏩: 0

labouka [2014-10-15 11:56:32 +0000 UTC]

Take what you can!
Give nothing back!

(Kinda not fitting with the whole refund thing, but hey, piracy's always fun to do eiter way. ;D)

👍: 0 ⏩: 1


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