Shyker
Soropin
 
 
We are droppin' into hell, troopers! Time to grow a pair!

MvM player, mostly Mecha Engine & Gear Grinder, Artist, Pokemon Gen IV Lover since 2007 and Patapon Enthusiast.

Australium Drops:

Operation Two Cities:

2018 Tour 6 : Ambassador

Operation Mecha Engine:

18-08-2023 Tour 30 : Axtinguisher
28-08-2023 Tour 55 : Axtinguisher
28-08-2023 Tour 56 : Flamethrower
31-08-2023 Tour 62 : Rocket Launcher
30-10-2023 Tour 79 : Frontier Justice
11-11-2023 Tour 101: SMG
16-11-2023 Tour 105: Grenade Launcher
16-11-2023 Tour 106: Force-a-Nature
17-11-2023 Tour 109: Flamethrower
18-11-2023 Tour 114: Medigun

Gear Grinder:

N/A





Currently Online
Artwork Showcase
Ranger
Mann vs. Machine Don'ts
Heyo, lots of text, but if you wanna learn some MVM stuff, give it a read will ya? You'll never get good without proper preparation, patience and practice!

The Don'ts : Section of actions, items or upgrades you should avoid using as it will cause you to hurt your team or just simply make it harder for yourself to successfully complete missions.

Scout: Don't use the force a nature, it's knockback makes it extremely hard for your teammates to aim at Giants if you keep juggling them around. Don't use baby face's blaster either, alot of damage spam will always hinder your speed, something crucial for your to collect money.

Soldier: Don't use Direct Hit, Liberty Launcher, Gunboats, or the Air Strike + Base Jumper, the first 2 ones are for obvious reasons, less splash damage and less damage are a big NO in MvM, and the Air Strike + Base Jumper may be fun to use, but you are missing out at aiding your team through a Banner of any kind. Don't be selfish, help your friends with buffs.

Pyro: Don't spam airblast or upgrade the scorchshot, like with scout's force a nature, knockback makes it extremely hard for your teammates to aim and take care of your enemies if you keep doing this. Not only that, the fire damage will most likely trigger Uber Medics and Giant Quick Fix Medics to pop their ubers, and you don't want that to happen and have it snowball into your entire team losing.

Don't buy any upgrades that aren't the following: Damage, Health on Kill, Ammo Capacity, the other ones don't work and are either useless or bugged.

Demo: Don't Demoknight, seriously, you are crippling your team by going melee only and missing out on so much potential and incredible damage you can achieve by using the Scottish Resistance. If its an easy wave and you wanna go Demoknight, ask your team if they are ok with it. Consent first.

Heavy: Don't shoot at tanks, Heavy has a Nerf in MvM which makes him do 75% less damage to Tanks, due to his DPS potential being too powerful. Leave Tanks to Pyros. Help your team by killing and focusing Robots.

Don't buy Knockback Rage, it's very expensive, and just cripples your damage by a hidden stat it doesn't state directly, which is, that it cuts your firing speed in half, thus, you do less damage, and buying several more does nothing but make you waste credits. And also, don't use the Tomislav, always Run Brass Beast or Stock. We want more damage, not the Tomislav.

Engineer: Don't hug the dispenser to yourself, dispensers are for your team to use and keep fighting on the frontlines, don't turtle up like Engies do on 2Fort. Share them, just memorize where some Ammo Boxes are and you'll be fine (Make sure to max out Dispenser range, ALWAYS, Prioritize this over everything else). Don't buy more than one tick of Sentry Firing Speed, the other 2 ticks are bugged and don't work. Don't buy Mini Sentries, they are super expensive, have little DPS and will only cause Uber Medics to Pop, use those credits on something more valuable. Don't use Gunslinger, giving up on a level 3 Sentry is an Engineer Sin on MvM!

Don't put your sentry far away in a corner if there are Super Scouts on the wave. (You can tell by the Scout Icon being surrounded in a red box) Super Scouts are known for being the bane of existence of all new MvM Players because of their insane speed and always getting to the hatch before anyone can reach them. Sentries have a very important task in functioning as a Blockade of sorts to prevent the Super Scouts from running by. This is commonly known as "Body Blocking" a tactic any class can employ, by simply standing in front of the Super Scouts, without moving the WASD keys. Heavies are particularly good at this thanks to their bigger hitbox and single target DPS potential, after all, Super Scouts only have 750 HP, an ammount a coordinated team can easily achieve. Engineers, however, have the upper hand at Body Blocking. By standing next to their sentry, and by placing it down in the path a Super Scout takes (Commonly shown by the blue signs on setup time, pay attention to them, as they show the path all bots will take.) you can wrangle it and start shooting at the Super Scout as it struggles to get by. (If you take too long to kill it, it will jump over your sentry so be careful!) Unlike with the other classes who have no way of preventing themselves from getting hit by the Super Scout, the Sentry will take Aggro Priority over you, which means it'll always melee hit the Sentry instead of you, giving yourself an easy solution. All classes should bodyblock or stun the scouts in some way, Mad Milk Slowness, Rocket Specialist Stun, but you are the best suited for this task. Do it and your team will be thankful. Don't buy Metal Regen, trust me, it sucks.

Medic: Don't Battle Medic, your role is to heal, not to do damage.

Don't use syringe gun if team needs healing, keeping your team healthy should always be your priority.

Don't forget to buy the Shield Upgrade, its the best thing against projectile spam.

Don't use said shield to deal with tanks, its supposed to be used to keep yourself and others safe, it's a shield, use it accordingly.

Don't use the Vaccinator nor the Quick Fix, their functions aren't efficient for MvM, use the Kritzkrieg instead. Don't forget to buy Canteen Specialist, it reduces the prices of canteens for you and allows you to share the canteen with your patient. (Further ticks make the duration of it longer for your patient.) Don't be afraid to use your Uber Charge, if you think you are in danger, Pop it, don't drop it.

Sniper: Don't use anything that isn't the Hitman's Heatmaker, it is the best weapon for Sniper in MvM, it outclasses the other weapons by a big ammount, solely because of it's ability to stay scoped and consistently take headshots against robots. Sniper is the best class to deal with Uber Medics, thanks to the Explosive Headshot Upgrade, which, upon landing a headshot, deals damage to those around the target, immediatley preventing Medics from popping their Uber. Fun Fact: The Focus Bar of the Hitman's Heatmaker is the only bar in the game that doesn't need to be fully charged to be used, you can press R at any moment during the bar to start using it.

Spy: Don't play Spy, he's only useful in specific Expert Waves where there's alot of Giant Quickfix Medics, with the armor penetration and attack speed upgrade, he can stab the medics five times and get away with the Deadringer. That's his only purpose.


General Don'ts: Don't shoot the Uber Medics, they'll pop uber, and you don't want that. Let a Sniper with Explosive Headshot or a Demo's Sticky Trap kill them before you engage. Don't do chip damage to Giant Quick Fix Medics, you need alot of damage to kill them effectively. Preferably Crit + Damage Upgraded Shots. Hold your fire until they die, it can't be that hard to wait.
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German el sodero Apr 29 @ 8:13pm 
+rep <3
Stanley Apr 29 @ 8:10pm 
+rep
korjezilla Feb 7 @ 4:30pm 
+rep this has got to be the best trader I've ever seen
thanks for the hat <3
trade? :3
DinnerIsSalty Feb 5 @ 1:45pm 
aye, interested in the morning glory