Team Fortress 2

Team Fortress 2

50 ratings
How to Mannpower
By TheEpicest272
A guide on Mannpower, one of TF2's harder gamemodes, for beginners and tips for more advanced players as well.
   
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Intro
Here's another one of my attempts at a guide. Alright, so you're looking through TF2's gamemodes, and you find this thing called "Mannpower". Realizing that it has the words "man" and "power" in it, your mind immediately thinks "damn! this sounds hardcore! I need to play this to look awesome!" And you're partially right! Mannpower is an awesome gamemode! However, it is very different from other gamemodes! Read this guide to understand the ins and outs of Mannpower to achieve your glory, achievements, and many, many kills!
Grappling Hook
























Okay, so this thing is the grappling hook. Deploy with your action key, release to holster, and you can grapple walls, floors, and ceilings! Use this to get places faster and swing across gaps. Remember, other players cannot "cut" your grapple, only you can sheath it (unless you die)! It's actually decently straightforward, but there are some tips to know:
-If you are a cloaked spy, you can see your grapple rope, but other players cannot (NOTE: the grappling hook will remain visible if you cloak while grappling)
-If you grapple another player, you will be attached to them (literally, maybe figuratively if you're weird) and be pulled to them. Additionally, the other player will also take continuous damage as long as they are grappled, so they will notice! The damage is technically bleeding, but doesn't continue when a person is released
-YOU CANNOT ATTACK WHEN USING GRAPPLE.
-However, if you're attached to another person with your grapple, you CAN attack them by switching to your other weapons while still remaining attached!
-You can't grapple powerups to be pulled to you (more on that in the next section!)
Powerups
Powerups. These make Mannpower very different. In a nutshell, powerups are:
-Permanent. When you pick them up, you will have them until you die or drop them (L)
-Powerups spawn at specific locations on each map. They are orange, but upon death, they will turn the color of the opposite team (even if you suicide). When in that state, they can only be picked up by that team
-If dropped, they WILL disappear after a certain amount of time, but more will respawn
- Only one of each powerup can exist on the map at a given time (no duplicates)
Here's a list of each powerup, what it does, and the best classes for each:

Agility:
Movement speed increased by 50%;
Grapple speed increase;
Jump height increased by 80%;
Immune to fall damage;
Instant weapon switch.

As the name implies, you go super fast! That's basically it, honestly...
Recommended classes: Pyro, Spy (super fast backstabbing, spawncamping, the true joys of life...)







Haste:
Double weapon firing and reload rate;
Double clip size and max ammo count;
Movement speed increased by 30%;
Sticky bomb arm time reduced.

Recommended classes: Scout, Soldier, Demoman













King:
Increased max health;
Small health regeneration, small fire, and reload rate increase;
All effects except maximum health increase are shared by nearby team mates, the regeneration buff is only applied to teammates who also have powerups.

Recommended classes: Soldier, Heavy, Medic










Knockout:
Restricts the carrier to Melee and Grappling Hook only;
Max health increased by 150 except for Heavies and Demomen wielding a sword, a shield, or both, gaining only 120 health, 130 health, 80 health, and 20 health, respectively;
Immune to airblast and damage pushback; Melee weapon deals +66% damage and forcibly shoves the victim away;
Melee hit forces the victim to drop their powerup or the flag if they have it;
4X melee damage to buildings.
Warning! Although useful when disguised, as a spy, you cannot equip your disguise kit while using this powerup! Consider using Your Eternal Reward when using Knockout.

Recommended classes: Pyro, Demoman, Spy






Plague:
Radius health kit collection (automatically collect nearby health kits);
Touching an enemy gives them and their nearby teammates the plague;
Plague victims bleed to death in 10 seconds unless they pick up a health kit or touch a resupply cabinet;
Plague blocks King’s health regeneration and team buff.

Don't forget about the radius health collection, it will collect even through walls/floors

Recommended classes: Scout, Pyro, Engineer, Spy





Precision:
Greatly reduced bullet spread;
Distance damage falloff immunity;
Sniper rifles have quicker damage ramp-up and re-zoom after shooting, and have double damage;
Rocket and grenade travel speed increased 250%;
Increased blast weapon clip size by 50%.

Recommended classes: Soldier, Demoman, Heavy, Sniper







Reflect:
80% of damage received is reflected back to the attacker;
Max health increased to 400;
100% of sentry damage is reflected back to the Sentry Gun.
Slight knockback will occur on players damaged with reflected attacks.
Damage dealt to players and sentries by reflect CANNOT KILL THEM, only bring their health down to 1; you must strike the killing blow with a normal attack.
Be wary! Any damage that you deal to yourself will be reflected back to you! This includes rocket jumps, fall damage, and environmental damage (including the burning floors of the Hellfire map).

Recommended classes: Scout, Soldier, Pyro, Demoman, Heavy, Medic









Regeneration:
My personal favorite
Ammo, health and metal regenerate;
Rate of health regeneration inversely proportional to max health.

Recommended classes: All of them, but higher-health classes (i.e. heavy or soldier) will experience comparatively low rates of regeneration.













Resistance:
Reduces incoming damage by 50%;
Nullifies crits & mini-crits
Immune to Plague
Immune to backstabs

Recommended classes: All of them, but other powerups are better-suited for certain classes than this











Strength:
Double damage for all weapons;
Distance damage fall-off immunity.

Recommended classes: Soldier, Pyro, Demoman, Heavy, Sniper, Spy












Supernova:
Discharge your supernova attack to briefly stun nearby visible enemies;
Requires full Powerup meter;
Powerup meter fills over time, or by dealing damage;
Stunned enemies drop their powerups, and are pushed away from the supernova attacker;
Once discharged, the Supernova powerup disappears and respawns;
When the powerup meter is full, enemies will glow when in range;
Disgused (but uncloaked) enemy spies will glow when powerup is ready;
Activation: hit secondary fire while simultaneously grappling (secondary fire must be activated in the middle of a grapple).
Remember, this powerup WILL disappear when you use it, you don't get multiple charges

Recommended classes: All of them, but other powerups are better-suited

Vampire:
All damage dealt is returned as health;
25% damage resistance. Max health increased by 80.
Spy will also regenerate health from buildings being sapped.

Recommended classes: Soldier, Pyro, Heavy, Spy
Additional Unique Mechanics
-DOMINANT STATUS: every few minutes, the game will check to see if any players are considered "dominant"; this has nothing to do with dominations, but rather getting a certain number of kills (greater than 3x the server median number of kills) within 5 minutes.
-If considered "dominant", that player will be nerfed for 10 minutes
-"Dominant" players are marked-for-death while carrying power-ups, and power-up statuses are nerfed
-IMBALANCE DETECTION: if one team has more than 24 cumulative kills (obtained while holding power-ups) the game will:
-Spawn revenge crits
-Autobalance or swap players based on skill

-REVENGE CRITS



















Basically, a pillar of team-colored light will appear at a specific location by each team's respawn, with this symbol at the bottom. When you step into it, you will gain temporary crits, and can be refreshed by going back in. After a period of time, it will disappear and reappear later (see above info on imbalance detection).
Other Tips
Here's some other info and tips about Mannpower:
-It is capture the flag
-First team to 10 captures wins
-A team can only cap when their intel is at base
-Intel returns to base very quickly when dropped
-When carrying intel, you are slowed
-When the intel is picked up, a timer of 90 seconds starts counting. After that, anyone picking it up is marked-for-death while they have it
-Every capture is worth 5 points!
-Quick respawn, upon respawn, you will be temporarily invulnerable
-When entering the respawn, you will drop your powerup outside
-Spies disguised as the opposite team can pick up their team-colored powerups! They can also pick up and discard powerups that were previously available only to the enemy, restoring them to neutral orange
Conclusion
I hoped you all enjoyed this guide, and learned something about how to rock Mannpower! So go forth with this knowledge, play Mannpower and TF2, and dominate your enemies (literally)!
-TheEpicest272
16 Comments
Pyro gaming Jun 26, 2023 @ 8:00am 
does anyone know how to remove the domonat status with commands
ROD Jul 27, 2021 @ 6:29pm 
oh okay thx
TheEpicest272  [author] Jul 27, 2021 @ 2:25pm 
Most take effect passively; in the case of supernova, which can only activate once its meter is full, the player must activate their secondary fire while they are in the middle of grappling.
ROD Jul 27, 2021 @ 1:07pm 
how do you activate them some of them though?
5km/h peek Nov 21, 2020 @ 11:35am 
f
rasec @bandit Nov 14, 2020 @ 7:03am 
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SKuLLK1D3 Nov 13, 2020 @ 4:39pm 
Fun little guide with some helpful tips, mp4 approves.
Corvus Corax Nov 12, 2020 @ 1:26pm 
haste works great with battlengi
PeterJamtland Nov 6, 2020 @ 3:53pm 
is lol. hacker fly shoot gun team fortresss 2 LOL.:cozyroe:
the joat Nov 4, 2020 @ 4:16pm 
haha mann power update go brrrrrr