Pyro: "Mmph Mm-mmph mmn aumph mm mmun." [Our scorches shall blot out the moon.]
Robot: *Bleep* "Error. Statistically impossible for several combustible projectiles to extinguish reflected sunlight from the moon." *Bloop*
Pyro: "Oh mmph mmph-mmph un." [Oh just forget it.]
We all know of the Bison-only run for Wave 666 right? Well, the recent Gun Mettle buff to the Scorch shot has led to some....interesting results, particularly in MvM since it can push away Giants on par with an up-gradable airblast. I see people all saying it's broken in MvM and such. So I thought it would be fun to try it out on the ultimate test to determine if something is broken in MvM, the Nightmare difficulty mission, Caliginous Caper, a.k.a. Wave 666.
You probably all know where I'm going with this, so I'll just get right to it. I challenge you to play a team of Pyros who mainly use the Scorch Shot to beat the wave. Me and a few friends from both SPUF and FastCo. have beaten it, and so can you. Here are the conditions:
1.) You must have at least 5 Pyros all with the Scorch Shot equipped.
2.) The Scorch Shot must be used as your primary, Flamethrower is player's choice, though I would recommend Phlog for health regen and Tanks. Melee isn't really important, go crazy.
3.) You are allowed one Engineer for the 6th slot mainly for ammunition purposes and extra help for the Tanks.
For those of you who don't know, Wave 666 is an Endurance mission similar to that in Operation Steel Trap, but instead is one REALLY long wave of robots. Similar to other Endurance missions, the bomb can be reset if enough time has past before a robot has picked it up (like the briefcase from CTF), so it's a core strategy to keep the Scorch spam generally within range of the bomb. Also similar to other Endurance missions, the waves can be broken down into several sub-waves that activate after all from the previous sub-wave is destroyed, which sometimes allows for breaks in the action where you can retreat to upgrade.
As such, I will do a breakdown for each sub-wave for general tips for the challenge to get you started, try to follow along:
Upgrades:
Pre-start:
- Max out resistances
- Max out SS firing and reload speed and capacity
- Upgrade health on kill for SS with the leftovers
- Engineer should max out Dispenser range
- Two-way telepoters will really help
Sub-wave 4:
- Max out Phlog damage and ammo before the first Tank section hits
- (Recommended) Max out health regen
Sub-wave 5-8:
- Max out Scorch shot
- Max out health on kill for Phlog
- Max out character upgrades such as speed and jump height
- [Engineer] Sentry should be maxed out by now, along with swing speed for your Wrench of choice
General Strategy:
Sub-wave 1:
- This sub-wave contains Bonk! melee crit scouts, Crit Pyros and Giant Crit Demoknights.
- This sub-wave is fairly easy, but don't get too cocky, Melee is the only damage type you can't resist too, and even with full crit resistance, those Demoknights can cut you down easily, don't get too close.
- The Pyros are particularly annoying as well due to having afterburn immunity like the knights and should be kept on eye on with the Sentry just in case they get past.
- [Engineer] Place a Dispenser with max range behind either of the two chicken-wire fences at the end of the main choke. The dispenser can reach through the fence, so the Pyros can use it without endangering it from the sheer amount of spam. Other than that, you are free to whatever you need to do for the most part.
- [Engineer] Don't try to detonate Sentry Busters unless you really need to, the Pyros will make sure it will never reach you. Don't go suiciding into spam needlessly.
- Overall, this sub-wave will be the most time-consuming due to the long, long time it takes to kill the knights and Pyros and the low-damage output of the non-maxed out Scorches.
Sub-wave 2:
- This sub-wave contains Giant Crit Soldiers with Uber Medics.
- Have a Pyro hide in behind the hut and Mmmph into the Uber Medics and make them pop early, then focus them, then the Soldiers.
Sub-wave 3:
- This sub-wave contains Soldiers, Heavies plus some Giant Infinite Soldiers and Heavies.
- The small-fries will be no more than like gnats, the Giants however will be a pain however, just try to keep your distance, you won't get close anyway with the aimbot Heavies shooting from their eyeballs on your ♥♥♥ from the sheer amount of knockback.
Sub-wave 4:
- This sub-wave contains Crit Scouts and Tanks.
- A rather simple one, everyone focus the Tanks while one or two Pyros keeps an eye on the Scouts.
- If you haven't, max out Phlog damage and ammo capacity, you're gonna need it.
Sub-wave 5:
- This sub-wave contains Giant Burst Demos, Crit Demoknights, and a Tank.
- The Demoknights are your biggest threat due to afterburn immunity and being Melee, keep your distance.
- Have a Pyro or two stay in the hut at the end of the choke since it protects from the roller spam from the Demos plus there's a large ammo box to keep you stocked up.
- Have at least 3 players, including the Engineer, to focus the Tank, while the other 2-3 Pyros keep the Demos at bay. Once the Tank is through, clean up the remains.
Sub-wave 6A-B:
- This sub-wave has two parts: Part one contains Buff Banner+Direct Hit Soldiers, the second contains Giant Deflector Heavies with Giant Quick-Fix Medics.
- The DH Soldiers are rather annoying and may airshot you, but aren't too bad to handle.
- The Giant Deflectors/QF Medic combos are probably the most dangerous part of the mission because a.) They are both extremely hard to kill, b.) The Deflector Heavies can shoot down your Scorches, and c.) The QF Medics may pop at anytime to render the Scorch Shot useless. Now this may seem bad, but you have a trump card: the pits. Simply retreat and wait for the combos to reach one of the pits then blast them in from the right angle. PROTIP: Shoot the Heavies into the pit, the Medics will follow them until they die, in most cases they would have fallen in as well before that happens.
Sub-wave 7:
- This sub-wave contains SEVERAL Tanks, plus 100 SPIES.
- This is probably the hardest wave as the Tanks are sturdy to the Phlog ever since they nerfed it against them. Have everyone stand on the Tanks and kill them one by one while avoiding the Spies.
- Have one Pyro dedicated to Spy duty and guard the dispenser from the Spies. Degreaser and Homewrecker can be a good temporary shift for this specific sub-wave to blast the Spies away. Just keep your distance lest they facestab you.
Sub-wave 8:
- This sub-wave is so big that it is divided into several SUB-sub-waves. Fitting since it's the finale.
Sub-sub-wave 8A-E:
- These sub-sub-waves go in order of Crit Huntsman Snipers to Crit Soldiers to Crit Demos to Cirt Pyros to Crit Scouts.
- The Crit Snipers are the most dangerous since there is no resistance against Huntsman arrows, and thus, they can one-shot you easily even with max Crit resistance. BE CAREFUL!
- The Crit Soldiers and Demos will fling you around from the sheer amount of spam, but try to minimize it as much as possible by dodging and weaving around. They shouldn't be too hard though.
- The Crit Pyros are the ones that will get the bomb the farthest due to their durability against fire. Also watch out as they are prone to reflecting Scorches back.
- You should be in the clear once you get to the Crit Scouts, leave a Pyro behind to clean them up and make sure nothing sneaks past. Have the Engineer put a mini-Sentry near the bomb hole to help you out.
Sub-sub-wave 8F-G:
- Here it is, the grand finale, these contain 8F) Crit Heavies with Uber Medics and 8G) A Tank.
- If you've made it this far, then you've basically won. Same strat here, have everyone focus the Tanks, while one or two Pyros keep an eye on the combos. Once the tank is destroyed, clean up the Heavies and you should be done. The combos are annoying due to the ubers, but are a non-problem as you can just keep your distance with the SS while they're ubered. Once you're done, celebrate with drinks, you did it!
Support:
- Support bots for this mission consist of Sentry Busters, Snipers and Spies.
- Have a Pyro focus the Buster before it get's too close to the Sentry, they'll die eventually.
- Snipers are annoying gnats but are otherwise not much of an issue and will usually get lost in the spam at main choke.
- Oh no, Spies are in the area, whatever shall our 5 Pyros do? /sarcasm
With this guide you should be able to make it. Tell me what you guys think. I enjoyed making this.
Do you think you're up to the challenge?
Introducing Wave 666: The Scorch Shot Challenge
Robot: *Bleep* "Error. Statistically impossible for several combustible projectiles to extinguish reflected sunlight from the moon." *Bloop*
Pyro: "Oh mmph mmph-mmph un." [Oh just forget it.]
We all know of the Bison-only run for Wave 666 right? Well, the recent Gun Mettle buff to the Scorch shot has led to some....interesting results, particularly in MvM since it can push away Giants on par with an up-gradable airblast. I see people all saying it's broken in MvM and such. So I thought it would be fun to try it out on the ultimate test to determine if something is broken in MvM, the Nightmare difficulty mission, Caliginous Caper, a.k.a. Wave 666.
You probably all know where I'm going with this, so I'll just get right to it. I challenge you to play a team of Pyros who mainly use the Scorch Shot to beat the wave. Me and a few friends from both SPUF and FastCo. have beaten it, and so can you. Here are the conditions:
1.) You must have at least 5 Pyros all with the Scorch Shot equipped.
2.) The Scorch Shot must be used as your primary, Flamethrower is player's choice, though I would recommend Phlog for health regen and Tanks. Melee isn't really important, go crazy.
3.) You are allowed one Engineer for the 6th slot mainly for ammunition purposes and extra help for the Tanks.
For those of you who don't know, Wave 666 is an Endurance mission similar to that in Operation Steel Trap, but instead is one REALLY long wave of robots. Similar to other Endurance missions, the bomb can be reset if enough time has past before a robot has picked it up (like the briefcase from CTF), so it's a core strategy to keep the Scorch spam generally within range of the bomb. Also similar to other Endurance missions, the waves can be broken down into several sub-waves that activate after all from the previous sub-wave is destroyed, which sometimes allows for breaks in the action where you can retreat to upgrade.
As such, I will do a breakdown for each sub-wave for general tips for the challenge to get you started, try to follow along:
Upgrades:
Pre-start:
- Max out resistances
- Max out SS firing and reload speed and capacity
- Upgrade health on kill for SS with the leftovers
- Engineer should max out Dispenser range
- Two-way telepoters will really help
Sub-wave 4:
- Max out Phlog damage and ammo before the first Tank section hits
- (Recommended) Max out health regen
Sub-wave 5-8:
- Max out Scorch shot
- Max out health on kill for Phlog
- Max out character upgrades such as speed and jump height
- [Engineer] Sentry should be maxed out by now, along with swing speed for your Wrench of choice
General Strategy:
Sub-wave 1:
- This sub-wave contains Bonk! melee crit scouts, Crit Pyros and Giant Crit Demoknights.
- This sub-wave is fairly easy, but don't get too cocky, Melee is the only damage type you can't resist too, and even with full crit resistance, those Demoknights can cut you down easily, don't get too close.
- The Pyros are particularly annoying as well due to having afterburn immunity like the knights and should be kept on eye on with the Sentry just in case they get past.
- [Engineer] Place a Dispenser with max range behind either of the two chicken-wire fences at the end of the main choke. The dispenser can reach through the fence, so the Pyros can use it without endangering it from the sheer amount of spam. Other than that, you are free to whatever you need to do for the most part.
- [Engineer] Don't try to detonate Sentry Busters unless you really need to, the Pyros will make sure it will never reach you. Don't go suiciding into spam needlessly.
- Overall, this sub-wave will be the most time-consuming due to the long, long time it takes to kill the knights and Pyros and the low-damage output of the non-maxed out Scorches.
Sub-wave 2:
- This sub-wave contains Giant Crit Soldiers with Uber Medics.
- Have a Pyro hide in behind the hut and Mmmph into the Uber Medics and make them pop early, then focus them, then the Soldiers.
Sub-wave 3:
- This sub-wave contains Soldiers, Heavies plus some Giant Infinite Soldiers and Heavies.
- The small-fries will be no more than like gnats, the Giants however will be a pain however, just try to keep your distance, you won't get close anyway with the aimbot Heavies shooting from their eyeballs on your ♥♥♥ from the sheer amount of knockback.
Sub-wave 4:
- This sub-wave contains Crit Scouts and Tanks.
- A rather simple one, everyone focus the Tanks while one or two Pyros keeps an eye on the Scouts.
- If you haven't, max out Phlog damage and ammo capacity, you're gonna need it.
Sub-wave 5:
- This sub-wave contains Giant Burst Demos, Crit Demoknights, and a Tank.
- The Demoknights are your biggest threat due to afterburn immunity and being Melee, keep your distance.
- Have a Pyro or two stay in the hut at the end of the choke since it protects from the roller spam from the Demos plus there's a large ammo box to keep you stocked up.
- Have at least 3 players, including the Engineer, to focus the Tank, while the other 2-3 Pyros keep the Demos at bay. Once the Tank is through, clean up the remains.
Sub-wave 6A-B:
- This sub-wave has two parts: Part one contains Buff Banner+Direct Hit Soldiers, the second contains Giant Deflector Heavies with Giant Quick-Fix Medics.
- The DH Soldiers are rather annoying and may airshot you, but aren't too bad to handle.
- The Giant Deflectors/QF Medic combos are probably the most dangerous part of the mission because a.) They are both extremely hard to kill, b.) The Deflector Heavies can shoot down your Scorches, and c.) The QF Medics may pop at anytime to render the Scorch Shot useless. Now this may seem bad, but you have a trump card: the pits. Simply retreat and wait for the combos to reach one of the pits then blast them in from the right angle. PROTIP: Shoot the Heavies into the pit, the Medics will follow them until they die, in most cases they would have fallen in as well before that happens.
Sub-wave 7:
- This sub-wave contains SEVERAL Tanks, plus 100 SPIES.
- This is probably the hardest wave as the Tanks are sturdy to the Phlog ever since they nerfed it against them. Have everyone stand on the Tanks and kill them one by one while avoiding the Spies.
- Have one Pyro dedicated to Spy duty and guard the dispenser from the Spies. Degreaser and Homewrecker can be a good temporary shift for this specific sub-wave to blast the Spies away. Just keep your distance lest they facestab you.
Sub-wave 8:
- This sub-wave is so big that it is divided into several SUB-sub-waves. Fitting since it's the finale.
Sub-sub-wave 8A-E:
- These sub-sub-waves go in order of Crit Huntsman Snipers to Crit Soldiers to Crit Demos to Cirt Pyros to Crit Scouts.
- The Crit Snipers are the most dangerous since there is no resistance against Huntsman arrows, and thus, they can one-shot you easily even with max Crit resistance. BE CAREFUL!
- The Crit Soldiers and Demos will fling you around from the sheer amount of spam, but try to minimize it as much as possible by dodging and weaving around. They shouldn't be too hard though.
- The Crit Pyros are the ones that will get the bomb the farthest due to their durability against fire. Also watch out as they are prone to reflecting Scorches back.
- You should be in the clear once you get to the Crit Scouts, leave a Pyro behind to clean them up and make sure nothing sneaks past. Have the Engineer put a mini-Sentry near the bomb hole to help you out.
Sub-sub-wave 8F-G:
- Here it is, the grand finale, these contain 8F) Crit Heavies with Uber Medics and 8G) A Tank.
- If you've made it this far, then you've basically won. Same strat here, have everyone focus the Tanks, while one or two Pyros keep an eye on the combos. Once the tank is destroyed, clean up the Heavies and you should be done. The combos are annoying due to the ubers, but are a non-problem as you can just keep your distance with the SS while they're ubered. Once you're done, celebrate with drinks, you did it!
Support:
- Support bots for this mission consist of Sentry Busters, Snipers and Spies.
- Have a Pyro focus the Buster before it get's too close to the Sentry, they'll die eventually.
- Snipers are annoying gnats but are otherwise not much of an issue and will usually get lost in the spam at main choke.
- Oh no, Spies are in the area, whatever shall our 5 Pyros do? /sarcasm
With this guide you should be able to make it. Tell me what you guys think. I enjoyed making this.
Do you think you're up to the challenge?
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