Team Fortress 2

Team Fortress 2

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Quick Overview of MvM Loadouts
By Kwik-E-Mart
This is the guide to send to people on pub servers who just don't seem to understand how to get started. Quick-Fix Medic? Bonk Scout? Yeah. Those guys. Send them this guide.
   
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"WTF are you doing with that wep?"
Ever hear that on a server? "Why do you have BONK!?" or "For the love of God, no Quick-Fix Medic!" or just crazies chanting "Phlog! Phlog! Phlog!"

While there are lots of general strategies for TF2, when you are fighting hoards of robots there are some loadouts that work. And, some that don't. This is a guide for you if you don't know what to do. It's not the only way, but a great place to start. After you have done some tours, you can experiment a bit, but for now... this is what your team is trying to tell you. Listen up!

Classes are in the usual TF2 order. But, loadouts are ranked by priority, not by loadout slot. Check out the comments for lots of variations if you want some more options. But, now you know where to start. Where you end up is up to you!
Scout (Mad Milk + Fan of War)
Playing scout in MvM is simple: COLLECT THE MONEY!
To that end you want jumping, speed and protection from damage.

Your second job is to help your team stay alive and do damage. To do that you need the following:

1. MAD MILK:
Throw this on the bots and your team heals half the damage they do to the robots. Spend $200 and the milk also slows robots. Your team is yelling at you to get milk because it keeps them alive and slows the baddies. There are no exceptions. If you don't have milk, you can't play scout. But, usually someone on your team would be happy to trade you some; so ask.

2. FAN OF WAR: Whack the bad bots with this and your whole team does minicrits.
Pro-Tip: when dealing minicrits, the distance damage falloff is bypassed. So especially heavies do a lot more damage to marked targets. Think 600% damage increase instead of 30%

3. A Shooting Thingy: Your gun doesn't matter much. Some people like the scatter. Some people like the Force of Nature. You should only be shooting in your spare time and you shouldn't have much of that. Choose what you like. And, then don't use it much. Your team will thank you.

Pro-Tip: You can switch from the Fan of War to the Sandman later in the game. But, plan on having $800 to do so. You will need to buy "Ball Marks Target" and some spare balls. Then you can mark the bad bots from a distance.
Soldier (Get the Buff)
Soldier has two roles: Do damage and Buff the team.

So get these:
1. BUFF BANNER: Your team will probably just kick you straight away if you don't have a Buff Banner equipped. And they should; it's just selfish not to buff. Your whole team will do minicrits while you have it deployed. So keep yourself right in the middle of the most players while it's active. (Pro-Tip: Heavies are most important to buff because minicrits ignore their severe distance damage falloff. And, if an engy is near you his sentry gets the buff even if it's somewhere else.)

2. BLACK BOX or BEGGAR'S BAZOOKA: I know you are tempted to use the normal rocket launcher (for the extra shot), or the liberty launcher because of those fast rockets. But, get a rocket launcher with features you can't buy as upgrades. For the Black Box, it will heal you +15 health with every hit. Not every kill, every hit. That's a lot of health as your firing rate and clip size go up. And you can buy more rockets so the -1 clip size is not much issue. For sheer damage, the Beggar's Bazooka will do more damage/second than anything else you can equip. Just realize it don't aim good. Great for tanks and hoards. Be Warned though: Beggar's can't resupply ammo from a dispenser and it tears through it. So have a clear plan of how you will get more ammo; and make sure it will not piss off your engineer.

3. Melee? Get what you want. Crop is helpful sometimes, Escape Plan makes you fast in a pinch (but also vulnerable).
Pyro (The class with choices)
There are two, very different ways to approach Pyro. I have laid these out in groups instead of by weapon slot.

1. No Compromise Pyro (Backburner): Very simple. Get lots of airblast and ammo, then damage and health on kill. You know how the robots dropp off a cliff to enter most maps? Did you also know that they almost never turn around to check if there's a pyro standing at the bottom of said cliff? Did you know the backburner does all critz all the time from behind? Combine these things and you have a serious damage class. Also works nicely on tanks and with enough ammo for airblasting can get the team out of a tight spot. This is my personal fav loadout. Just a few days ago I got a killstreak of over 120 on Rottenburg (pic).

2. AIRBLAST PYRO (Flame Thrower & Flare Gun): Start by putting all your money into Airblast on the flame thrower. You can then use it to "reset" the bomb. Use your microphone to tell your neanderthal teammates not to kill the little guys with the bomb since they are so easy to reset. Then put the rest into your flare gun. It's only about $1000 to fully upgrade firing speed and reload speed into a brutal weapon. Firing shot after shot into a burning giant bot is very powerful since once they are burning, it's all crits. Movement speed and some resistances are also good if you are going to be running up to the bomb carrier and resetting.

3. DAMAGE PYRO (Phlogistinator): In this loadout you upgrade damage and ammo on the Phlog. Valve recently nerfed the Phlog against tanks, but it's still very powerful. Also brutal against groups of big bots (like round 1 of Expert Mannslaughter).

Note About Tanks: Tanks are the pyro's job. Use the flame thrower. Don't run out of ammo. Shout into your mic: "Heavy go back to the front! I got this!" Use Crit Canteens.

Note about Canteens: Ubers are needed for bomb resets and airblasting. Crits are needed for the tanks. So watch this and plan accordingly.
Demoman (All about the Stickies)
Your job as demoman is doing stuff other players can't. Especially the bulk killing bot medics.

1. SCOTTISH RESISTANCE: This choice is easier than you think. The SR does more damage than the stock because it puts out more bombs. The SR is more controllable than the stock so you can lay several carpet traps. The stock sticky allows you to detonate faster, but if you are airbursting you are missing the point of the demoman. Sorry ladies, that botkiller needs to be left on the shelf while you are killing bots.

2. NO Eyelander or Persian Persuader: The Eyelander lowers your health so don't use it. The Persian Persuader makes you unable to pickup ammo so don't even think about it.

3. GRENADE LAUNCHER: The top demos I know barely use the secondary wep at all. Usually the gren launcher, but don't upgrade it much until your Scottish Resistance is maxed. I've seen the canon used, but please don't.

Pro-Tip: Kill those medics!
Heavy Weapons Guy (the Mobile Sentry Unit)
If you are a heavy, shoot! All the time: Shoot!

1. BRASS BEAST or MINIGUN: Generally, use the brass beast. It does a lot more damage and, face it, you aren't that good of a heavy anyway. If you believe yourself to be a great heavy, then it's ok to use the minigun, but only if you have to be super mobile. No Natasha! No Tomislav! Not ever!

2. GLOVES OF RUNNING URGENTLY: You aren't going to be punching robots. You have to get to the front quickly. Use these.

3. SANDVICH/DALOKOHS BAR: Use what you want here. Sandvich is to share, Dolokohs will boost you a little bit. I use the Sandvich. Throw it by the dispense when you have a pause. Your team will run up for healing and get a 50% boost usually without even noticing they picked up your plate.

Noob-Tip: Rage Knockback. The #1 question I hear from heavies is, "How do I use Rage?" It's simple: push the same key you would use to taunt. For me it's G. When your Rage is full you press that key and all your bullets will push back all enemies. You will do 1/2 damage while you are pushing, but it's usually worth it. Don't Rage tanks!"

Pro-Tip: FIRST upgrade is always bullet penetration. If you have to ask, go back to first grade math and add 1+1 to see if it's better than 1.
Engineer (Wrangler/Rescue Ranger)
Engineer is one of the harder classes. Lots going on. But, for loadout it's pretty easy.

1. CANTEEN: This is your most important choice. FILL it will "Upgrade Buildings" charges. Use them.

2. WRANGLER: I don't have to explain this choice. Use it. And remember, it also shields your sentry so if the sentry gets overrun, wrangle and fire into the hoard, and you can keep it alive a lot longer.

3. RESCUE RANGER: Wow this gun rules for MvM. No only can you pick up buildings at a distance, you can heal your buildings by shooting them. Running back from spawn and shooting my sentry has saved it numerous times.

4. JAG or WRENCH: Your choice. I like the Jag because I can upgrade buildings faster if there's a pause and I don't have to use a canteen. Don't use the other wrenches. They have serious drawbacks.

Pro-Tip: Upgrades are key for Engie. If you start with $400 spend it like this: 1 Dispenser Range ($100), 1 Metal Upgrade ($200), 2 Buildings Canteens ($50ea). And, make sure Dispenser Range is maxed by the start of round 2.
Medic (Heal, don't shoot)

Valve made medic legit! They added the SHEILD. So step one is have that bound to a good button. Go to Options and scroll down to Combat in the Keyboard section. Look for "Special Attack" and bind it to something close by. I use the Shift and give shield duties to my pinky. Then max the shield in the store and USE IT. It's a game changer.

1. KRITZKRIEG: By going medic, you are denying your team a damage class so you have to make up for it by helping them to do a lot more damage. Keep upping your overheal to keep them alive, charge time to get more kritz and kritz duration.

2. CANTEENS: This may seem odd, but bear with me. You need to stay alive so ubers are the obvious choice. You can also buy an upgrade that allows you to share your canteens with the person you are healing. With Ubers you can kritz them with your Kritzkrieg and then uber them in a pinch so they get the full charge without dying. More damaged to bots!

3. UBERSAW: If you can't be healing, you need to be charging. So whack a few bots, but be careful which ones. It won't take much experimentation for you to find the ones who are safer...

4. Shooty Thingy: This is up to you. Kinda like the scout, you shouldn't be doing much shooting. Crossbow will heal a teammate across the map which may be nice. If in doubt, keep healing with an occasional melee whack and leave the shooting to the damage classes. If you have an extra $200, upgrade the Mad Milk Syringes so if you aren't healing, you can be spraying enemies with healing goodness for your team.

Pro-Tip: Sentry Busters are a great way to charge your Ubersaw without risk.

Troll-Tip: If you want to troll a team, join a server and immediately say "It's OK! The Quick-Fix Medic is here to save you all!" But, change quickly before they can votekick you!
Sniper (Headshots or switch classes)
If you are going to be sniper you need to be good. Really good. And, don't lie. We will all know.

1. HITMAN'S HEATMAKER: This one is an easy choice. If you are playing sniper, you can headshot. A Lot. So the body damage reduction of this gun won't matter. Throw on explosive headshots and aim for the medics!

2. JARATE: Just keep it flowing. I recommend Coffee as the best drink to help with this.

3. BUSHWACKA: Because there are so many other modifiers in MvM which cause minicrits for the team, this melee becomes a lot more powerful. Buff Banner, Jarate, Fan of War all make this knife much more powerful. Unfortunately, it only does MiniCrits on tanks.

Pro-Tip: As a sniper you can hit any bot at any range (if you can't, play a different class). So you have to sort your priorities. I would suggest: Giant Medics > Uber Medics on Giants > Snipers > Uber Medics > Quick-Fix Medics > Giants > everything else. However, listen to your team. Kill what makes them swear.
Spy (No, you (probably) can't get all the money)
Spies are very hard. Don't play spy unless you have mad skills. And Spy is almost NEVER a replacement for a scout, so don't try.

1. DEAD RINGER: Valve nerfed this, but it's still good. Since bots don't care about invisibility the other watches don't matter much.

2. SAPPER: Sapping enemies is great. Works on groups if you upgrade it.

3. KNIFE: Stock is best. There's some debate about this with the spy-cicle getting some press, but 15 seconds is just too long to be without a weapon if you get hit with a pyro (which is a lot). Use it on the medics first.
What if I don't have a wep that I need?
It's fairly easy to get weps now-a-days. You can trade for it. I know I carry a few spare mad milks and fan of wars and the like for MvM folks who need one.

You can also borrow one from the store. Any wep in the store can be "tried" for a week. At the end of the week, it will return to the store automatically and you have to re-borrow it. Or you can return it and borrow something else anytime you want. Just one wep at a time, but it's a great way to get something you need in a pinch.

Hope you have enjoyed this guide! Rate 5 stars if you have!

Peace.
(unless you are a bot, then DIE!)
93 Comments
Gibby Gibson iCarly Mar 28, 2017 @ 2:32pm 
I don't know. Most of the time my team is always dieing and its best if your team is alive to do the damage than one having to do all of it. That and nobody ever complained to me about using a quickfix. Most tell me to use that or kritz. I do see people getting kicked for using vacinator.
Softshine798 Nov 15, 2015 @ 6:41am 
"Pro-Tip: FIRST upgrade is always bullet penetration. If you have to ask, go back to first grade math and add 1+1 to see if it's better than 1." Heavy isn't supposed to be a Crowd Control class. HIs main role is Tanking and Giant killing.
Kwik-E-Mart  [author] Feb 2, 2015 @ 10:17am 
Thank you, Larry. I actually didn't know that. :sentry:
Captain Fatbelly Jan 31, 2015 @ 9:23pm 
the beggers can get ammo from dispensers it just cant be the wep you are holding
XenoMonger Jan 2, 2015 @ 2:50pm 
And powerjack is helpful too
XenoMonger Jan 2, 2015 @ 2:50pm 
Pretty nice, and u are tottaly right there so many nubs that neeed this but for the scout personnaly a sandman and flying knife thing works because you can easly take the big bots down.
Thx for the help tho!!
76561198092069015 Aug 8, 2014 @ 5:55pm 
thnx for the tips
Captain Fatbelly Mar 26, 2014 @ 5:16pm 
ya the upgrade buildings disapered with me during crutial moments when i needed it
Pauwfs Jan 21, 2014 @ 4:20pm 
your guide is wrong in alot of places, some items are a must but if a medic is using the quickfix but is also pumping crit canteens out and hes doing his job why does it matter, also short circuit can wreck giant crit sollys if the engie can get a couple refill ammo canteens, and the stock sticky launchers detonation rate can be helpful
Dr. Backshots MD Jan 11, 2014 @ 11:04pm 
What about the Huntsman, does that have any really good points?