Mann vs Machine
12 years ago
Oooh boy, is it a game-mode.
Killing robots, grabbing cash, getting loot. Lots of fun.
Lately I've been playing some of TF2's MvM and trying to get my tour number up in Mann-Up mode.
The outcome is ... mixed, to say. On one hand, I get paired up with a nice group of fellows, we all go Heavy-Medic-Scout-Engineer-Soldier-Demoman (aka the "Trailer-Team") and we make it through all the waves no sweat.
Then there's the OTHER hand. Apparently trying to go outside the Trailer-Team, for example as Pyro, is very frowned upon to 99.99% of the people who play Mann-Up. At first, it was infuriating trying to convince my teammates that I would take my Pyro role very seriously. But that was thrash by simple kicks out of the severs.
I attempted to practice the Pyro class on Boot-camp later on. A few matches I succeeded in a well-balanced team, most others were just... lets just say "5 Engineers" bad.
I can probably understand why most players might the Pyro in MvM is "useless" now. They've experienced bad games with Pyro players that have little to no tours to show. With the promise and the small chance of getting an Australium Weapon, it's also understandable these guys want their tours to be over as fast and as effective as possible.
Fair enough, I want an Australium weapon more than the next guy and it was probably my fault trying to break the Trailer-Team. Sometimes the Trailer-Team is too easy for me.
I remember playing as a Pyro and my team would kept losing 3-4 time over. So, I changed to Scout. I only put some effort and support, mad milk there, fan of war here. And after that one wave, we won. *sigh*
I guess what I'm trying to say is that I want a challenge while taking ALL the TF2 classes seriously. Boot-camp is mostly too silly to win waves and Mann-up mode can people look like jerks below their Tour numbers.
After practicing, studying, and trying hard at this suppose "useless" class, I have made this conclusion about the Pyro;
Two things need to happen with this fire-based class, Even Valve needs to update the Pyro's Air-blast Power (possibly increase the radius or shorten the firing speed of said Air-blast.) OR they need to some how make the Pyro more Tank-like; All the Pyro's kills makes the money-drops heal him, or maybe give the Pyro the same money heal trait with the Scout (Also Spy since he's more closer to bots).
OR I just need to play with Steam friends and not just random people. : /
OKAY, STUPID RANT OVER. Sorry folks, I'll try to get some art and doodle going here eventually.
Also, if you like TF2 and MvM, you join me in beating down some robots;
"thewillcat" is my steam username, also called "The_Will"
"Thanks and have fun."
-Gaben
Killing robots, grabbing cash, getting loot. Lots of fun.
Lately I've been playing some of TF2's MvM and trying to get my tour number up in Mann-Up mode.
The outcome is ... mixed, to say. On one hand, I get paired up with a nice group of fellows, we all go Heavy-Medic-Scout-Engineer-Soldier-Demoman (aka the "Trailer-Team") and we make it through all the waves no sweat.
Then there's the OTHER hand. Apparently trying to go outside the Trailer-Team, for example as Pyro, is very frowned upon to 99.99% of the people who play Mann-Up. At first, it was infuriating trying to convince my teammates that I would take my Pyro role very seriously. But that was thrash by simple kicks out of the severs.
I attempted to practice the Pyro class on Boot-camp later on. A few matches I succeeded in a well-balanced team, most others were just... lets just say "5 Engineers" bad.
I can probably understand why most players might the Pyro in MvM is "useless" now. They've experienced bad games with Pyro players that have little to no tours to show. With the promise and the small chance of getting an Australium Weapon, it's also understandable these guys want their tours to be over as fast and as effective as possible.
Fair enough, I want an Australium weapon more than the next guy and it was probably my fault trying to break the Trailer-Team. Sometimes the Trailer-Team is too easy for me.
I remember playing as a Pyro and my team would kept losing 3-4 time over. So, I changed to Scout. I only put some effort and support, mad milk there, fan of war here. And after that one wave, we won. *sigh*
I guess what I'm trying to say is that I want a challenge while taking ALL the TF2 classes seriously. Boot-camp is mostly too silly to win waves and Mann-up mode can people look like jerks below their Tour numbers.
After practicing, studying, and trying hard at this suppose "useless" class, I have made this conclusion about the Pyro;
Two things need to happen with this fire-based class, Even Valve needs to update the Pyro's Air-blast Power (possibly increase the radius or shorten the firing speed of said Air-blast.) OR they need to some how make the Pyro more Tank-like; All the Pyro's kills makes the money-drops heal him, or maybe give the Pyro the same money heal trait with the Scout (Also Spy since he's more closer to bots).
OR I just need to play with Steam friends and not just random people. : /
OKAY, STUPID RANT OVER. Sorry folks, I'll try to get some art and doodle going here eventually.
Also, if you like TF2 and MvM, you join me in beating down some robots;
"thewillcat" is my steam username, also called "The_Will"
"Thanks and have fun."
-Gaben
FA+

... until you get kicked out of 10 severs in a row.
Hasn't worked for me yet, but maybe you'll be more lucky than me.
The only down-fall I see with Pyro is the range of attack. Other than that, it a good class to spread after-burn damage.
If half the players in Mann-Up knew how to played Pyro in MvM, I probably wouldn't even have this rant. XD
TF2 fan art SOON. >83
And I like the pyro. :<