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[MvM] Mecha Engine Bigrock Carry Guide as Sniper (and Spy)
By itzzz and 1 collaborators
A Mecha Engine Guide how to Sniper Carry in both Bigrock missions: Broken Parts and Bone Shaker.
Also includes other useful tips such as playing Spy in MvM, Engineer's building placements, and much more.


Disclaimer
The purpose of this Guide is to teach players the easiest and simplest way to carry teams on Mecha Engine.

This Guide is not intended to enforce idle meta on Bigrock.
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Chapter 1 - Introduction
Mecha Engine is considered one of the hardest tours in MvM which is understandable, as a lot of newer players struggle completing this tour through continuous wave failures and so on. But fear no more! With this Guide's help, I will show you how to pass through each wave on both Mecha Engine's Bigrock missions as smoothly as possible. The easiest way to carry through Bigrock is by playing Sniper, and a few other classes I will explain.


1.1. Why Sniper?
A lot of new players underestimate how powerful sniper is in MvM and assume sniper is 'weak' or 'useless' in MvM, which is wrong. Sniper is in fact one of the highest damaging classes in MvM, and in most cases can even outdamage a Demo. This is due to its explosive headshot ability, which is able to wipe out entire crowds of robots with just a few headshot, and with full damage and charge rate combined, sniper can also take out giant robots with just 2-8 fully charged shots (depending on how much health or what class the giant robots are). Sniper itself is able to top damage in MvM, but on Bigrock though, sniper is just godly and able to solo the entire mission (this does not however mean to idle). And for that reason I will teach you in this Guide how to carry Mecha Engine Bigrock missions as a sniper.


1.2. Sniper vs. Demo
So what are the differences? The main differences between these two high damaging classes are the following:

Sniper: Faster at repeatedly wiping out crowds of robots, but slower at taking out giants.
Demo: Ability to one-shot giants (with crit canteens), but slower at wiping out crowds of robots.

And differences in regards to skill are the following:

Sniper: Requires the skill of being able to headshot / good aim.
Demo: Requires the skill of memorising each waves.

Unfortunately this Guide cannot teach you how to memorise each waves as Demo, since memorising each waves is something only you yourself learn overtime when you play the same missions over and over again in MvM. For that reason, I will be suggesting in this Guide for you to pick Spy in MvM during relevant waves I will explain later on.


1.3. Spy in MvM
This Guide will also include some tips how to play Spy on Mecha Engine and how this class can be a useful backup if you are unable to take care of giant medics on waves where a Spy can be vital. Spy is another class most new players classify as 'useless', which is again incorrect. I wont go into too much detail when I explain how to play Spy (in Chapter 5 of this Guide), but a Relevant Guide can be found here.

Chapter 2 - Weapons and Loadout
You will want the following loadout in order to be an effective Sniper Carrier on Mecha Engine:


2.1. Primary Weapon
Hitman's Heatmaker:



The Hitman's Heatmaker is the best primary weapon you want to use when playing Sniper in MvM due to its focus ability when pressing 'r' or the reload key. Focusing prevents unscoping when shooting, making it so much comfortable and easier to kill robots, as well as the fact your rifle gets an additional 25% extra charging rate while under focus mode.


2.2. Secondary Weapons
Jarate:

Useful secondary weapon for taking care of Super Scouts if you buy the -35% Speed On Target upgrade. Also just a very helpful secondary weapon in general as it provides your team free mini-crits to any robots coated under the effect of Jarate.

Cleaner's Carbine:



Combine this secondary weapon with the Bushwacka and you can get free melee crits when taking care of Tanks. However I would personally recommend sticking with Jarate instead of Cleaner's Carbine since you will always have other people taking care of Tanks while you focus on the frontlines of Bigrock.


2.3. Melee Weapon
Bushwacka:



Useful in rare situations where you need to deal some damage to Tanks since mini-crits turn into critical hits when under the effect of mini-crits (e.g. buff banner soldier nearby or fully charged crikey meter from the cleaner's carbine). But as said previously with the Cleaner's Carbine... Tanks are not your priority when playing Sniper in both a competent and non-competent lobby. In 90% cases where you aren't in a competent game, randoms in your game will chase the tank which is where you wanna take advantage of this situation to keep hold of the frontlines.

Chapter 3 - Sniper Upgrades
Now that you have your Sniper loadout all ready and set, it's time for upgrades. These are the recommended upgrades you will want for maximum DPS:

W = Wave
EH = Explosive Headshot
HoK = Health on Kill
res = Resistances


3.1. Broken Parts (mission)
W1: 3 reload, 1 EH, 1 damage
W2: 3 reload, 1 EH, 4 damage, (1 charge rate or 1 HoK)
        OR
        3 reload, 1 EH, 3 damage, 3 charge rate
        OR
        3 reload, 1 EH, 4 damage, 1 jarate slowdown
W3: 3 reload, 3 EH, 4 damage, 3-4 charge rate, penetration
W4: 3 reload, 3 EH, 4 damage, 4 charge rate, penetration, 1 HoK, bullet + crit resistance
W5: 3 reload, 3 EH, 4 damage, 4 charge rate, penetration, 3 blast res, 3 bullet res, 3 crit res, 3 jump height
W6: 3 reload, 3 EH, 4 damage, 4 charge rate, penetration, 3 blast res, 3 bullet res, 3 crit res, 3 jump height, 3 fire res, 3 refill canteens, (1 jarate slowdown)
W7: Switch off Sniper and pick Heavy/Soldier. Don't forget to Refund upgrades.

Wave 1:


Wave 2 (Choice A):

Wave 2 (Choice B):

Wave 2 (Choice C):

Wave 2 (Choice D):



Wave 3:


Wave 4:



Wave 5:


Wave 6:




Wave 3 requires luck not to get shot as getting hit by a single crit arrow from the bowmans will instantly kill you. If you aren't going for a damage record (or you do not care), you can choose to buy crit resistance that wave instead of charge rate for extra safety and protection.

Wave 2 and 6 are the hardest due to you having to take care of the giant medics which therefore requires more precision. The giant medics on both Bigrock missions pop when their health goes below 50. So it is your job to take them out without popping or else it will lead to a potentially sloppy wave. The best tactic to take them out as Sniper is fully charge your shot when their health goes below 900.

If your aim is not too good that you are still unable to take care of the giant medics, there is fortunately an alternative solution to taking them out, and that is by going Spy, which will be explained in Chapter 5.


3.2. Bone Shaker (mission)
W1: 3 reload, 1 EH
W2: 3 reload, 1 EH, 2 damage
W3: 3 reload, 1 EH, 4 damage, penetration
        OR
        3 reload, 2 EH, 4 damage
W4: 3 reload, 3 EH, 4 damage, penetration, (1 charge rate or 1 HoK)
W5: 3 reload, 3 EH, 4 damage, penetration, 4 charge rate, 1 HoK, crit resistance
W6-7: Rest of money is up to you to spend on, preferably resistances.
W8: Switch off Sniper and pick Heavy/Soldier. Or Spy if your team know the Medic + Spy tactic.

Wave 1:


Wave 2:


Wave 3 (Choice A):

Wave 3 (Choice B):


Wave 4 (Choice A):

Wave 4 (Choice B):


Wave 5:



Wave 6 Bone Shaker is similar to Wave 2 and 6 on Broken Parts as it also has giant medics. If your aim is good, you can choose to stay Sniper this wave and take out the giant medics. With max damage and charge rate, it should take ~5 fully charged shots to kill the giant medics. If your aim is bad, you can choose to Demo this wave if you already memorised how each wave goes. Otherwise, Spy works too.

Chapter 4 - Sniper Positions
4.1. Position 1: Best Sniper Spot


I like to refer this spot as the chad rock. This rock seems fairly obvious it's the best sniper spot in the Bigrock cave, but unfortunately as obvious as it looks, there have still been a dozen of times where new players who pick sniper are playing in some of the most bizarre and inefficient locations. For that reason I have no choice but to create this chapter dedicated to showing the best sniper spots on Bigrock.

If you are duo carrying with an Engineer friend, the chad rock is just a pure godly sniper spot combined with rarely drawing aggro from the robots unless they get behind you (if the glitched tele exploit has been used, they will never aggro you even from behind).

Disadvantage: Despite this being the best sniper spot inside the Bigrock Cave, constantly having to jump off the rock to grab ammo can be annoying if you do not have an Engineer pocketing you with a dispenser. Because without ammo capacity you will run out of ammo extremely quickly. If you are solo carrying and still prefer to snipe from this rock, you can choose to buy refill canteens so your ammo problem no longer interrupts your flow of DPS when sniping on the rock.


4.2. Position 2: Front Rocks Sniping Spot


If you do not have an Engineer providing you a pocket dispenser, this is also a good Sniper spot as you have an ammo and health pack right next to you on the right. While the position is not as godly as the chad rock, it still gets the job done and that is what matters. Sometimes when you are solo carrying there's a chance the random Engineer on your team will build a dispenser in this spot. So you shouldn't have a problem with ammo even if your team steals the ammo pack on the right.


4.3. Position 3: Fence Snipe


Slightly better than position 2 as you are a bit higher when you snipe on top of the fence. A good spot if the Engineer has a dispenser nearby with dispenser range. If you choose this spot just be more cautious with your surroundings, as you will have a higher chance of drawing aggro to yourself.


4.4. Position 4: Floor Snipe (For Wave 4 and 6 Bone Shaker)


This spot is only good for the beginning of Wave 4 and 6 on Bone Shaker as the robots run towards you when you stand directly in front of them from afar distance. The pyros that come out on Wave 4 will begin to aggro you, but you should be able to take them out before they even come close to you. Wave 6 you only want to stand here when taking care of the bonk scouts as you get a better angle to headshot them.


4.5. Position 5: Under the Stairs (For Wave 4 Broken Parts)


I personally do not find this spot as reliable as any of the other sniper spots I've already talked about, but it at least helps kill spies on Wave 4 much quicker.

How this spot works:
The beginning of wave 4 Broken Parts consists of 100 spies. So this sniper spot located at spawn will lure spies at spawn to come and aggro you. The trap will allow you to always headshot spies once they get baited under the stairs. If you choose this sniper spot (for wave 4 only), you may want to temporarily change your secondary to the Cozy Camper to reduce the chance of missing headshots if the spies manage to stab you. You should also buy refill canteens because you cannot leave the stairs until you've got rid of the spies, even if it means just to collect more ammo.

Chapter 5 - Spy
I wont cover much about this section. This section is a backup plan if you are unable to take out the giant medics on both Bigrock missions, since Spy is also effective at taking out giant robots with his powerful backstabs. If you would like to see a full Guide which goes into further detail how to play Spy in MvM, you can view it here.

All waves where I have suggested for you to go Spy can be replaced by Demo. But due to what I have said in the Guide introduction (chapter 1.2), this Guide cannot teach you how to Demo waves as you are required to memorise each waves in order to be an excellent Demo. Memorising waves is only something you learn independently without guidance, and in most cases it can take you a few hundred tours of playing the game missions to finally memorise the waves and learn where to place your stickies.


5.1. Spy Upgrades
These are the most vital upgrades for when taking the Spy role on waves with a lot of giants (and especially giant medics):



Optionally, for extra safety you may want to buy Uber canteens as well to ensure you do not mess up when you deliver some powerful backstabs:



After you have brought these upgrades, you can now decide what else you wanna buy upgrades with your leftover money. Armour Penetration should be a priority in order to be the most effective at single-handedly taking out giant robots as Spy, as it deals more DPS against the giants than attack speed.


5.2. How to Play
After you have brought the right upgrades, playing Spy is pretty simple. When the giant medics come, use an uber canteen and begin delivering some powerful backstabs against the giant medic, and then if its patient is still alive, proceed to finish it off with more powerful backstabs. With max Armour Penetration, it takes around ~5 backstabs to instantly kill the giant medics, and luckily giant medics do not turn around when you backstab them compared to other giants which should be easy for you.


5.3. Sapper Power on Bigrock
Not only can you take out giant robots and medics as Spy, but if you bought Sapper Power, you can use it to slowdown and kill Super Scouts that spawn on Wave 2 and 6 of Broken Parts. Super Scouts take around 1-2 backstabs to kill completely.

If you are confident enough to not use uber canteens, you may choose to buy refill canteens if you're gonna spam sapper power against the robots. Refill canteens will instantly recharge your sapper cooldown. On Mecha Engine, Spy is also good for taking out Engineer bots as they can often be a pain to deal with.

Chapter 6 - Engineer Upgrades & Spots
If you are duo queuing with a friend, having an Engineer buddy will make your life a lot easier. Engineer doesn't really do much on Bigrock. You main job is to provide the team (or the carrier only) with a dispenser and take care of tanks using the Widowmaker. I wont cover much about this section (just like the Spy role). But for a more detailed Guide how to play Engineer on Bigrock, you can view it here.

If you are playing Engineer, the 2 vital upgrades you should always buy on Wave 1 are simply the following:
  • Max Dispenser Range
  • 2-way Teleporter
During Tank waves, you want to equip the Widowmaker and buy:
  • Max Firing Speed on Widowmaker
  • (Optional) Crit Canteens to kill the Tanks faster

6.1. Dispenser Placements
Spot 1
If you have a good team, be considerate and place your dispenser in this location:


The dispenser right on the centre of this robot path is the recommended spot to build since it provides ammo for your team as well as ensuring the Sniper on the rock does not ever run out of ammo too. If placed exactly in this correct spot, the sniper should be able to reach for the ammo.

Spot 2
Behind the rock:


Reminder: This Guide is not intended to enforce Idling on Mecha Engine!
You should only place your dispenser behind the rock in this spot if either:
  1. Your team is simply too trash. Because useless players who aren't doing all the work do not deserve the dispenser, so only the carrier gets it.
  2. Wave 4 Broken Parts only, because the dispenser behind the rock is protective against spies sapping it as there's a lesser chance of them aggroing the dispenser when they spawn.


6.2. Glitched Teleporter Exploit
To prevent the Sniper ever drawing aggro to himself, place your teleporter exit in the glitched spot as shown on this screenshot (unless it's Wave 4 Broken Parts):


Recently discovered teleporter exploit on Bigrock:
If you wondered why I call this the glitched teleporter spot, it's due to an exploit on Bigrock. When the teleporter exit is placed on top of the rock, you will never draw aggro when you come out of the tele exit unless you jump off the rock. This glitch will reduce the chance of the sniper dying as robots will never aggro him, even if they get behind the rock. The only times the sniper will die are due to splash damage (which is your team's fault) or if he fell off the rock and jumped back on without taking the tele again to reset aggro.

If you are the sniper and you fall off the rock (e.g. splash damage or engineer bot's knockback effect when he places down his buildings), be sure to take the teleporter back to spawn then back onto the rock again to make sure robots remain never aggroing you no matter what. Because the second you jump off the rock after using the glitched tele placement, robots will start to see you.


6.3. Wave 4 Broken Parts Placements
As referenced in the above section, you want to temporarily move your tele exit on Wave 4 of Broken Parts and place both your teleporter and dispenser here:


Why? Because the glitched tele spot causes all spies on Wave 4 to spawn at spawn instead of at the frontlines, as the teleporter exploit tricks the game and thinks there aren't any players in the cave if they took the glitched tele. Having all the spies at spawn and 0 at the frontlines just delays your game. If you choose to keep the teleporter on the rock though, just be sure you have someone such as a soldier at spawn and killing spies at the corner to speed the wave up.


6.4. Sentry Placements
The location you place your sentry doesn't matter unless there are Uber Medics upcoming during the waves. It is your choice how aggressive you want to place down your sentry. If there are Uber Medics coming up, you should place your sentry far back to prevent them from accidentally popping the medics. The medics are where it is the job of your sniper/carrier to kill them before the rest of the team react.

Relevant Guide can be accessed again if you would like to learn more advanced tips and tactics how to play Engineer on Bigrock.

Chapter 7 - Engineer Bots
One of the biggest annoyances to deal with on Mecha Engine which are worth mentioning are Engineer Bots due to their high health and the amount of effort required to take out their sentry nests if your team is too late to react.

Engineer Bots are pretty complex stuff to understand until you get more experience how they work in MvM. They are what the name says: Engineers that setup sentry nests if your team is unable to kill them on time, and this can be fatal for your team depending on how aggressive your team has been against the bomb.


7.1. How Engineer Bots Spawn
On Mecha Engine, Engineer Bots are unique to every other robot as when they spawn, they will teleport anywhere on the map rather than come out from the Bigrock spawnroom (unless it's Decoy/Disintegration, where they will instead spawn from the top left/right corners).

Engineer Bots will teleport anywhere on Bigrock depending on the location of the bomb at its presence, the same thing applies on Rottenburg and wave 3 on Empire Escalation (for Mannhattan, the locations they teleport depend on if the gates have been captured). It is extremely important that you and your team take out engi bots the second they teleport in, as a single engineer bot is all it can take to cost you the entire wave or lose the frontlines.


7.2. Full Map of Bigrock
This is the full map of Bigrock, which displays all 13 Engineer Bot potential spawning points when they teleport in:


You will notice each spawning spot has been colour coded to indicate its danger level if your team does not kill the Engineer Bot on time before he fully sets up a teleporter and sentry. Understanding how Engineer Bots teleport is fairly simple:
  1. Engineer Bots will teleport in any of the green circles as long as the bomb remains inside the cave.
  2. If the bomb makes it outside the cave and near any of the orange circles, Engineer Bots will now teleport in any of the 3 yellow circles.
  3. If the bomb makes it anywhere near the red circles, Engineer Bots will now teleport in any of the 4 orange circles.
  4. If the bomb is directly at the hatch/spawn, Engineer Bots will now teleport in 1 of the 2 red circles (either left or right).

If you read the list, you get the pattern and understand why I have colour coded each Engineer Bot's potential spawning points and where they setup sentry nests. The green circles are the safest and easiest spots to kill Engineer Bots since your team will always be at the frontlines 90% of the time.

Meanwhile the red circles are the most fatal locations if an Engineer Bot teleports in and sets up a sentry nest. The last thing to see is your whole team at the frontlines, and an Engineer Bot spawns in right at the back of the map, builds a tele and sentry nest and the robots back-cap the wave.

When carrying, you want to make sure the bomb never leaves the cave, which is why it is suggested you always prioritise killing the bomb carrier when they ever pickup the bomb. Alongside that, small robots move much slower when they are carrying the bomb, therefore making it easier for headshots. As long as engineer bots teleport in any of the green circles, it should be easy to kill them as the green circles are inside the cave. Engineer bots are mostly a problem on Wave 4 Broken Parts, as spies can often sneak up to the bomb and pick them up when you and the team aren't noticing.

One more thing worth noting is that when taking out engineer bots, avoid getting too close to them because engi bots have an annoyingly cringe knockback effect when they place down their buildings. The annoying knockback effect when they place down their buildings does nothing but delay you killing them and destroying their sentry nest as fast as possible. Especially if they teleport at the green circle in the top right corner of the map, if you are sniping on the big chad rock, and an engineer bot spawns at this location, he will knock you off your rock if he places down a sentry next to it, heavily interrupting your DPS flow. The best solution to avoid this is either react and headshot the engineer bot fast, or quickly run down the rock and back up, then shoot his sentry before it reaches level 3. Once you have taken down the engineer bot and his sentry, do not forget to kill his teleporter if he placed one down already.

Chapter 8 - Summary
8.1. Videos
Some videos demonstrating how to carry Broken Parts (the hardest Mecha Engine mission):



If you would like to see even more videos to get a better understanding about Bigrock missions, you can view more here.


8.2. Conclusion
To end this Guide off, here are the 5 golden rules to remember:
  1. Buy the correct upgrades I have explained in Chapter 3.
  2. Fully charge your headshots on giant medics when their health goes below <900.
  3. If step 2 did not work, switch to Demo and one-shot the giants (requires memorising the waves).
  4. If step 3 doesn't work, switch to Spy and follow Chapter 5.
  5. Always take out engineer bots the second they teleport in.

One last thing forgot to mention this whole guide: Wave 6 Broken Parts and Wave 7 Bone Shaker have 3 tanks. If your team is unable to take out tanks, you can switch to Soldier this wave. For Broken Parts Wave 6, the Battalion's Backup is a good secondary to equip due to how much damage the bots deal against you even with max resistance. Meanwhile the Beggar's Bazooka is the best primary weapon you wanna use as Soldier due to its infinite clip size.

That's all for now, have fun sniper carrying!

Also for the rest of the team:
NO IDLING!

Credit to The Lagger for the Guide picture.

22 Comments
Neutra Aug 8, 2023 @ 10:44am 
I thought I discovered the teleporter exploit, I did it with a medic reviving me instead. Felt like hot shit for a minute :steamsad:
Lag Feb 25, 2023 @ 4:27pm 
will made new picture :happyio:
FROYO Rando Blueberry King Jesus Apr 6, 2022 @ 4:34pm 
Lol no
Kurumesu Apr 6, 2022 @ 3:48pm 
As for someone looking to get into MvM, this is truly a one of a kind guide. I've done this in Bootcamp a lot, and really helps games go faster. Although not perfect with it, this can help me improve a lot at it with more practice (if my team could be more cooperative). But nonetheless, 10/10 guide itzzz :steamthumbsup:
Lag Nov 24, 2021 @ 7:37am 
:luv:
tarpit Sep 26, 2021 @ 4:22pm 
Delicious
lactose Aug 24, 2021 @ 5:34am 
Chad carry sniper in mecha best class and most fun
gu May 15, 2021 @ 7:07am 
:wnheart:
Mhuss May 13, 2021 @ 2:02pm 
Solid
Might Guy opens 8th gate Apr 27, 2021 @ 1:19am 
Lol