Much like a raid in World of Warcraft, each class has a specific role they must fulfill. There are also high priority enemies that need to be recognized within a wave of robots. Knowing what you need to do as your class is critical. There will also be a difficulty rating for the class to guide you into one that might be easy for you to learn.Scout
– (Hard) Do everything. This class has the highest responsibility amongst any other member of the group. You have to make sure that run away Super Scouts and threatening Giant Heavies, or any other giant for that matter, are almost constantly milked. You also have to make sure that said giant robots are also constantly marked for death as the mini-crits are vital to allow the other classes to deal enough damage before they’re killed themselves.
It’s everyone’s job to pick up the money, but the Scout is the one primarily responsible for money. Miss more than 20$ in a round and your skills will be questioned for it hinders everyone’s progress. A Scout should also provide at least 2 A+ rounds, and money is not as important on the final wave.
You should also help remove any Snipers that are on the map. Other than that, your survival is much more important than the damage that you do. I recommend the Force-A-Nature because the ability to triple jump will assist in your survival.Engineer
– (Hard) Let no Scout by, and keep everyone supplied. Heavies need your dispenser, and they will be very sad if you can’t provide. Your Sentry will also assist by dealing damage to the targets of the Heavies and tanks. You’ll also have to make sure that you watch yourself around Sentry Busters as they are relentless. Saving your Sentry is all well and dandy, but if you blow up your Heavies or your Dispenser in the process, then you really didn’t help at all… in fact you may as well just kill yourself.
When bigger targets, especially tanks, show up, then you should whip out your Wrangler. Your Wrangler will double your Sentry’s firing speed and improve its missile firing speed. It also provides a 66% damage reduction shield that’ll allow it to stay alive for a bit longer than usual. Another key reason for using The Wrangler is to make sure it’s not shooting enemies that have Medics on them. If you want to piss off your Demo or Sniper, then shoot something that has Medics on it because that will result in enemy Übercharges being activated. If smaller enemies, especially Scouts, show up, then let your Sentry do the aiming for you. The Wrangler drains your ammo, and auto-aim is always more accurate than your aim. Oh and ALWAYS HAVE UPGRADE BUILDING CANTEENS! Manually building is a waste of everyone’s time.Pyro
– (Moderate) M1, M2, and Taunt. Sorry M1 Pyros, but you’re going to actually have to do things. Airblasting is critical as a Pyro. This is why you ALWAYS maximize your airblast power first. Airblasting allows you to keep enemies away from the team/Sentry, and it allows you to reset the bomb. Since most enemies are dangerous even whilst being airblasted, Über canteens are CRITICAL as a Pyro.
When tanks show up, you’ll need to switch to The Phlogistinator. The crits provided from this weapon allow you to essentially solo the tank once it passes everyone else on the team. After the tank or tanks are dead, you can then head back to spawn and switch to your regular Flamethrower for the rest of the round.
Trust your instincts. Spies, Snipers, rockets, and grenades still exist in MvM. When you’re not busy with something else, based on what is the biggest threat, you should either help your team get rid of pesky support classes such as Spies or Snipers, or protect your Engie by airblasting projectiles.
Tank > Bomb > Spies > Projectiles > SnipersDemoman
– (Moderate) Make them have to glue each other back together… IN HELL! Now first things first… MEDICS! The #1 priority of the Demoman is to take out groups of Medics in one glorious explosion. If there are no Medics present or in the near future, then blow up as much as you can. While it’s simple in concept, the problem lies in positioning.
The Demoman has 175 HP. He is NOT immune to agro or death. When setting up your stickies in their locations, you’ll have to be on the constant lookout not only for what is shooting at you in front of you, but what is coming up behind you. The Demoman is usually the class that is consistently the farthest forward of anyone else. This means that stray enemies may walk up to the Demoman and give him a piece of their mind. Spies can be a very big problem for unaware Demomen.
Stickybomb placement is also very important. Are you aiming for one big target, or are you aiming for a big group of targets? Can the enemies walk around the stickies? Robots are smart. If you give them the chance, then they will try to avoid your stickies by simply going around them. This is why I highly recommend The Scottish Resistance. You can place down 14 stickies instead of just 8. This allows you to cover a vastly greater area, and I’ve blown up 12+ bots at once because of it. A concentrated group of 14 stickies is also very damaging without crit canteens, and if you’re willing to use one… you can almost one shot a giant medic.Heavy
– (Easy) M1… M1 them ALL! Heavy tends to be the easiest class to get into for new Expert mode players. The goal of the Heavy is similar to that of the Sentry. Shoot everything that moves, and is made of metal. The Heavy will have to just about always find himself next to an Engie’s dispenser due to their limited ammo count.
One of the most important skills as a Heavy is Knockback Rage. When you obtain Knockback Rage, especially maxed out with the addition of Firing Speed and Bullet Penetration, you can use it to push back Super Scouts and other giants. If a giant becomes Übered, then you can use a combination of Knockback Rage and a Crit canteen to still push them back whilst they’re Übered.
Heavies should also use a mix of Über and Crit canteens. Crit canteens are useful for any round that has a tank in it whilst Über canteens are good for any other round. If your Engie is not paying attention and is about to get you killed because of a Sentry Buster, you can use an Über canteen to save yourself. Crit canteens also ignore range; firing at an enemy at a distance will do the same damage as point blank when under the effect of crits.
One final note is that enemies are more important than tanks as a Heavy. If your Pyro is doing his job, he will be able to solo a tank with the Phlogistinator. Help him when there is nothing else to shoot at, but as soon as enemies start to show up, shoot them instead. If the enemies don’t die, then they may kill the Pyro and/or walk right by with the bomb.Sniper
– (Easy) Headshot… BOOM! When playing on Decoy, the Sniper’s Explosive Headshot ability is amazing. Now I say that the Sniper is an easy class, but it’s only easy in concept. All you have to do is headshot Medics, giants, and bomb carriers. The problem is that you actually have to be able to get headshots. If you can’t get headshots, then don’t play Sniper. It’s as simple as that.
As the Sniper, your weapon of choice will be The Hitman’s Heatmaker. With this rifle you can easily do 300-400+ DPS (damage per second) to giants in later rounds. This is because you don’t have to re-scope once you acquire a full focus meter with this rifle. Getting a headshot on one enemy will kill all surrounding enemies, and this will keep your meter filled for a very long time. Also, a fully charged headshot, which takes very little time to get with maxed charge rate, will do 900 damage with max damage.
Jarate is also a good friend of yours. With the Jarate slow, you can help the scout in “milking” the targets that he misses. You’re also essentially marking the targets with it.