Quick timestamps to jump to the class you want to see! 0:00 Intro and rules 5:05 Heavy 11:15 Soldier 17:15 Demoman 24:15 Pyro 30:25 Engineer 37:22 Scout 41:35 Medic 46:43 Sniper 53:10 Spy 59:00 Ending
As a 200+ tour player, I'd like to add some additional points here. On Heavy, Health on Kill is basically essential and should be upgraded up to 2 ticks as early as possible. Also, Projectile Penetration should never be maxed out. 2 ticks can be OK on heavily populated waves but 1 is usually fine. For Soldier, Beggar's doesn't need clip size whatsoever, but the upgrade is actually great on any other rocket launcher, especially the Black Box with its clip size penalty. Ideally, it should be bought alongside damage late-game. THE DRAGON'S FURY IS GREAT, and I'm shocked that you said it was one of the worse options. As long as you can aim, you have one of the best burst damage options in the game, and more range than any of the other flame throwers. Airblast and the Scorch Shot, on the other hand, are horrible options on basically any team, except for resetting the bomb. The knockback messes with Demos and Heavies a lot, and Snipers literally can't play the game when these mechanics are spammed. The Widowmaker is also an amazing option for Engineer. With maximum firing speed and crit canteens, it's basically the best tankbusting weapon in the game. It can also be OK against giants, but usually that can be left to the team's power classes. Engineer's Sentry Firing Speed upgrade is actually bugged on the 2nd tick to the point where it only occasionally works with the Wrangler, so it's usually not worth buying, except for waves with lots of giants and very few small bots. For Medic's upgrades, one tick of Canteen Specialist should usually be bought as soon as possible, as the upgrade's main purpose comes from the first tick, like Soldier's Rocket Specialist. More ticks can be bought later on, but it's too powerful not to buy early. Also, Uber duration and rate can be AMAZING when you're pocketing a Demoman with stickies, especially on Empire Escalation. They're definitely not Wave 1 choices though. I have a lot to say for Spy. You're absolutely right that Spy is a horrible choice, but since you yourself say you haven't played him much, some of the advice could be improved upon. The L'Etranger and Dead Ringer is a great combo and for those two weapon slots, those should be the options. Feigning death is even more powerful than it is in casual, and any other cloak watch makes playing Spy a nightmare when it comes to surviving. The Big Earner and Conniver's Kunai are probably the best options in the knife slot, but I could see stock being easier for new players, so I won't really touch on that. For upgrades, Crit on Kill has its uses, but is way too expensive and should really only bought very late into the game. Health on Kill is OK (except for the Kunai), but... resistances are usually better, and you have a free feign death once in a while, and even more often with the L'Etranger. Overall though, Spy is still horrible 99% of the time. Lastly, Health Regen is basically never good. This was mentioned on a few classes, but really it's horrible on all of them. Any extra money can usually be used on other better, overlooked upgrades like banner buff duration, Mad Milk/Gas Passer recharge rate, etc. and it can also be saved for mid-wave canteens, especially for waves with boss robots and tanks. Other than those issues though, this is a great video! Has potential to be a great resource for newer players. I particularly really liked your no-nonsense stance on horrible options like Disposable Sentry and the Huntsman/Fortified Compound, which are usually never acknowledged in guides. In general though, this guide was pretty laid-back and chill, which I think newer players will like more, unlike something like Pride's Expert MvM guide, which seems to alienate newer players and attract a bit of criticism. Good job!
Thanks for all the info! I am sure people will take the advice. Myself I think I am stuck in my ways lol, there are so many variations with this gamemode, but so few are actually effective. But yea my main goal was to just have a chill video for MVM, so many players make it seem so...extreme lol
Definitely get 1 health on kill and don’t ever max projectile penetration as heavy. When using beggars as soldier, don’t max or even touch firing speed until your damage is maxed. (Beggar’s fires faster from upgrading reload speed), and the increase in DPS from firing speed upgrade is so minimal that it should be saved for after maxing your damage Pyros should have max health on kill and max damage A *good* scout should do damage as well as getting money, scout can do just fine with only crit resistance and full damage upgrades If your team has a 2way teleporter, the best medic upgrades are ONLY duration and canteen specialist and shield. Use 2 way feel to refill on crit canteens and have unlimited crits. Medics job is increased damage. Healing mastery and overheal are useless on good teams (medic is also not needed on good teams) Sniper should focus damage before recharge rate or penetration. Spy is not a money collector, he is a giant destroyer, my choice is big earner for speed boost. max armor penetration and attack speed on knife. Sapper is relatively useless for 90% of the game as your job is not money or groups, but GIANTS.
First of all, thanks so much for taking the time to watch this and point these out, means you listened lol Health on kill as I mentioned is usually pointless as long as your team is strong with a solid medic and a good dispenser, I can see how it can help. PP I can see your pov but I still like to max it out Maxxing damage would take $1600 credits, you would have to get 2 waves done to get this, but that would only count on you using only damage, which would result in a powerful but really slow bazooka, that won't slow any robots down in the process. My point is that the BB is super slow and you should tryto get the increase of fire first so you can maximize rate of fire, and then damage. Having a spread is more effective than maxxing only one upgrade. I said you should max damage, health on kill I only put a couple ticks but if you got the credits go ahead. I've learned before making this vid that so many people have different ways to play this, but this is how I play, this vid is intended to explain to noobs how to get a basis, and then create their way. Lol sorry for the essay, but thank you so much again
@@AdmiralZodaI’m just letting you know what I’m noticing is wrong, I’ve done over 600 tours I am unable to make a long form video such as this one, this is very helpful to new players.
I figured I would get higher tours taking a look, so if there are only a few things we disagree on I count that as a win lol But yea the whole point is to help noobs get a starting point, then evolve to their own style.
"Scout focuses on cash collection" "Don't attack robots" Yep, absolute bullshit guide Even a horrible dmg scout is always more effective than a "support" scout Any competent pyro will focus on mobility, just so u know
For early players, a lot that I have seen only focus on attacking robots or go after the take with a scattergun, while cash up front burns up. The priority for a beginner scout should always be money collection and milk, once they get the hang of that then they can focus on attacking. I don't see what is so controversial about that, this being a beginners guide lol...
@@speedody2171 New players are slow to begin with they should get the feel of their role. If a scout isn't getting money they will be yelled at, especially if they focus on attacking something with cash burning around them, which can end up with them being kicked out of the role or even the match entirely. Focus on the money and getting a feel for the role is what all new players should do (and that goes for all classes)then they can experiment with doing damage here and there. Money shouldn't have to be a team effort with a competent scout, if the scout isn't around and you see a pile of money, yea go pick it up, but each class has a role to fill and scouts role is money not damage. Tf2 is a shooting game but the mechanics change in MVM with upgrades and roles, and new players need to adapt.