Team Fortress 2

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Mecha Engine Complete Tour Guide MvM
By Just.Cat and 1 collaborators
This guide will talk about and explain everything you might have questions for in Mecha Tour MvM (this guide will be updated overtime)
if you send hate comments or stupid comments with only 5 tours in your background i am gonna delete your comment and block you thanks ^_^
   
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Loadouts and Explanations
Mecha Engine Tour Guide
DO NOT COMMENT IF YOU ARE GONNA BE A ♥♥♥♥♥♥ PLAY WHATEVER THE ♥♥♥♥ YOU WANT
This is my mecha tour guide that i find most effective to completing the tour
and to help those who want to learn and mind you that you do not have to use
my guide at all! It is just a step forward for those who want to learn! Also take
note that you can beat mecha tour in many many ways but, i am just gonna go over
a few ways!



Class and Weapon Setup.... The Meta if you will

Scout ~ you can use pretty much any primary but, for secondary i prefer bonk on
(Broken Parts and Decoy Maps) and just using mad milk on (Bone Shaker). For your
melee you can use Fan o War or pretty much anything depending on how team feels
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Demoman ~ for advanced demo you can use ali baba and scottish resistance and scottsman
just upgrade the scottish resistance! if you do not know how to use the SR
just go with the 2nd loadout that is more common to beginners and your job
is to kill uber medics on (Broken Parts and Bone Shaker) DEMO is honestly
not needed for (Decoy) map. you can subsitute soldier or a 2nd engineer instead of demo or play demo who cares.
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Sniper ~ you can either replace soldier with sniper or replace demo with sniper
(only replace soldier if you have a good pyro) I have listed up two different
weapon loadouts for a reason! on (Broken Parts wave 3 and wave 5) is very
effective with the sydney sleeper (for the daring pros of mvm!) make sure to
get penetration with it! The other loadout is regular mvm sniper you can have a sniper
on any Mecha Tour map! depending on how good your team is.
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Pyro ~ the pyro setup on the right with the phlog an homewrecker are the preferred
weapons to use on (BOTH BIG ROCK MAPS) now the other loadout is probably the best
for the decoy map so you can airblast bomb back if needed and more! since there
are no spies there either! also make sure to upgrade JUST DAMAGE, AMMO CAP AND 1 click on health on kill an then get resistances
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Soldier ~ you can use Stock rocket launcher or use the blackbox with these combos
or just use beggars! if you are on tank i would suggest the buff banner
if you are good with conch use it! and if you want to replace pyro with soldier
make sure that both soldiers can take on the tank while the rest stay in cave.
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Spy ~ you see that i have spy listed but isn't exactly the meta! if you wanna go money spy
instead of having scout! that has to be up to your team but spy is helpful
incase your team doesn't have a good demo! like wave 2 on broken parts with
the giant medic! if the first wave went well you can upgrade your knife an
kill the giant medic in 5 stabs..... and you won't lose cave! and spy can be
used for the boss on bone shaker or wave 6 on bone shaker! or wave 6 on broken parts!.
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Engineer ~ this class can be very hard depending....on mecha decoy always setup
according to bot path! but on big rock there is a few spots to setup
almost always depending how familiar you are with mecha! upgrade sentry
dispensor range! an metal cap! and always have canteen! you've noticed
a pomson 6000???? well you can use a pomson on giant medics for example wave 2
of broken parts instead of having a spy or not having a good demo use pomson
and before team pops medic uber! it should elimate the chances of losing the cave!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Medic ~ rule 1 dont use medic ... there are a few exceptions! if you have a great team
or wave 6 with a great demo on bone shaker! and last wave of bone shaker with spy
im not bashing on medic i love medic! but it can make mecha tour hard if an unskilled team
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Heavy ~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
reguardless it is just a game play how ever you may please. but it is a coop based game an some team work is required... have fun just play the game :D play as you please
How Operation Mecha Engine is unique
Mecha Engine was the first tour that introduced the Engineer Bot to Mann versus Machine.
The Engie bot plays a huge role in this operation and is one of the reasons this tour can be very difficult to the uninitiated.

Two Cities later incorporated Engie bots into their missions, but they are only present in a few waves. There are Engie bot support present in all of the Mecha Engine waves except for maybe three(?) waves (I guess the mission makers figured that those waves were too punishing as they were).

Engineer bots are dangerous because they will place 2 buildings:
  1. Teleporter Exit

    • When the teleporter is set up, you will see a new icon on the wave hud of a teleporter and a blue beam. The teleporter itself will also emit a large blue beam extending straight up to the heavens, which marks the location of the teleporter for everyone to see. Instead of bots spawning at their normal spot, all spawning bots will instead warp directly to the teleporter and have a few seconds of spawn/uber protection on them. This means you're being punished for giving up area to the bots. The bot teleporter makes the waves much harder and should be one of the top priorities if it becomes active.

  2. Sentry

    • The bot sentry obviously protects the engineer bot and his teleporter, but it also works to deny the area around it. The sentry retains it's knockback ability and makes it very difficult for a scout to collect cash that drops in the sentry's range. The sentry is normally not as troublesome for passing the wave as the teleporter is, but it should be taken out whenever possible if your scout is having a tough time collecting money due to it. Also, you're most likely going to have to take the sentry out first anyway in order to get to the engie bot and the teleporter.
Engie Bots: Big Rock
In Big Rock, they follow a set mechanic:

They warp in based on the present position of the bomb. The map is programmed with set 'waypoints' where Engie bots 'could' spawn in at. The general idea of where they will warp in logic goes something like this:

  • Where is the bomb at?
  • pick a nearby 'engineer warp in point' that is behind the present position of the bomb.

For example, if the bomb has made it's way all the way to within a few feet of the hatch, the Engie bot will typically warp in to 2 spots that are nearby the hatch. There's no chance that he will warp in at the cave or somewhere back near the tunnel. He will definitely be warping in to a spot that is nearby the hatch. Engineers also warp in at set intervals that seems to be defined in the popfiles. For instance, Wave 5 Broken Parts is notorious for having Engie Bots warping in at very short intervals. So much so that trying to constantly kill the engie bot and his nest is just about a waste of time.

Armed with this knowledge, you can avoid a common mistake that the inexperienced seem to make:

One scout bot has snuck past and has made it close to the hatch with the bomb. You kill the bot. The normal follow up action is to head back into the cave and help the rest of the team defend newly spawning bots. About a minute later, "Alert, the bomb is about to be deployed!" sounds and catches everyone off guard. You lose the wave. What happened?

Well, while the entire team was defending inside the cave, an Engineer bot spawned in near the hatch and set up his nest. All of the bots started spawning directly at his teleporter, walked to the bomb and deployed it without any resistance, since your team was in the cave.

Once the bomb makes it that far, you have to make a decision:

  • Everyone has to stay back and defend near the bomb
  • One person will stay behind and watch for engineers to spawn (soldier is usually a good choice)
Engie Bots: Disintegration
In Disintegration, the engineer bots play out a bit differently. In Big Rock, only 1 engineer bot is allowed to be spawned at a time. In Disintegration, however, they don't have this limitation. Multiple Engie bots can be on the map with multiple nests set up. Instead of warping in, Engie bots spawn normally as support, run to various waypoints and then set up their nests.

The waves of Disintegration are not very intimidating. They are essentially Steel Trap difficulty waves, if not even easier. The Engie Bots are the only thing that make this mission a little more difficult. They will spawn at various times (usually from the Decoy upper spawns) and run the flanks and set up a nest while the team is busy dealing with the bots currently on the map. The multiple nests essentially cut off portions of the map and you will slowly be pushed back towards defending only near the hatch if the engineer bots are given room to set up at their multiple waypoints. For this reason, it's usually a good idea to have one teammate who will play the role of going around destroying engie bot nests before they are fully set up. Soldiers are usually good candidates for this role since they are mobile with rocket jumping and have good damage at range with their rocket launcher. Engineers are also good at this job since their sentry can deny a portion of the map's waypoints and it can also be wrangled to destroy engineer nests from afar. However, essentially any class could serve this role, as long as they are paying attention and are fast getting to the nests before they are fully set up.
Big Rock: Tanks and Class composition
This section is more for those players who are used to playing in Operation Two Cities and following the designated 'Meta' there. We all know that Two Cities class meta:

  • Scout, Soldier, Demo, Heavy, Engineer, Medic

It's a perfectly ok setup, but it happens to not be the best for destroying tanks unless certain classes really know what they're doing.

In Big Rock, the missions have fairly high HP tanks in them. During the tanks, they also throw in relatively difficult bots simultaneously. You should not just throw the Soldier and Demo at the tank like you do in Rottenburg and have the others stay in the front. It normally won't end up well with an inexperienced team.

Instead, it's normal that you have a class that is dedicated to killing the tank so that you only have to put 1 person on the tank and 5 players can then hold the front. The most obvious choice is having a Phlogistinator Pyro. It's the easiest and most efficient class for killing the tank. So most teams will expect that someone will be a phlog pyro. Broken Parts, in particular, also has uber medics in various waves. Wave 3 and Wave 4 for example have a composition that punishes you if you cannot properly kill the uber medics without them popping. So most teams will also run with a demo/sniper who is expected to pick the uber medics before they can pop.

So your team will essentially have a 4 class core:

  • Scout/Spy (money collection)
  • Engineer (Teleporter, Dispenser, Sentry)
  • Pyro (Dedicated to taking care of tanks)
  • Demo/Sniper (For killing uber medics before they pop)

This leaves 2 slots on the team that is quite free to choose whatever they wish. However, it's normal to choose a class that can help round out the team. It's very common that the last 2 class slots will go soldier and heavy. The soldier is good for all around damage and is another splash damage class that provides banner support. The heavy is great for taking aggro and dishing out great stream damage especially to giants.

IF you want to have a medic in that standard team, he will normally need to take place of either the soldier or heavy. It's actually perfectly acceptable to play without a soldier or heavy and have a medic, but the medic cannot play passively and heal. That's not enough to justify his slot on the team. The medic will need to be aggressive and draw aggro into his projectile shield and use his ubercharges effectively while spreading heals around.

The problem really shows up when teams decide to have a medic on the team, but in the place of say the pyro or the demo/sniper. It can be done, but usually makes it more difficult for less experienced teams. This is the reason why medic is not in the normal Mecha Engine 'meta'. Most teams would rather have the soldier and heavy instead of the medic. Medic isn't really needed since Mecha has plenty of barriers to hide behind and the robot spawn is an easy chokepoint to spam.


**********************************

On a more advanced note, the 4 class core is not set in stone. It's the most basic and smooth way to go, BUT there is such things as classes being able to serve more than just their "primary" role.

Soldiers are also great at destroying tanks

    Soldiers who use Beggars Bazooka in particular are able to solo tanks. However, they have to upgrade very similar to how a phlog would upgrade (all credits into increasing DPS). This means that Rocket Specialist and Health on Kill need to be left out and instead all cash spent into Damage, Reload Speed, and Ammo Capacity. That's about it, and you can solo Wave 2 tanks on Big Rock by tap firing M1 instead of loading barrages. This means that there is no requirement for a pyro, and a medic/other class could then fill that slot. However, the soldier needs to know what he's doing. If he's not using Beggar's Bazooka, he won't have the cash needed to solo the tanks easily for Wave 2 of the Big Rock missions. A majority of soldiers don't have the knowledge to do this.

Engineers can solo the wave 2 Tanks

    Engineers are also good at killing Tanks. Again, the engineer needs to have the proper upgrades for it and then use the correct playstyle to do it. Max out your wrench attack speed, get 1 tick of sentry firing speed if you can. Use the rescue ranger. Use your sentry on autofire and constantly melee the tank with your wrench. Use the rescue ranger to move the sentry along with the tank. It will take longer, and you should have a good idea of where all of the ammo packs are, but it can be done. It's not a good idea for Wave 3 or 6 Broken Parts. Engineer will have a tougher time destroying the tank in a pinch, when there are bots around. The engineer almost needs the tank to be alone to damage it efficiently.

Demoknight can solo the wave 2 Tanks

    Teams don't normally run demoknight, but Scotman's Skullcuter with max damage and attack speed has enough DPS and is cheap to upgrade. You could destroy tanks quite well with demoknight. However, it is a bit harder to be useful when dealing with the normal wave of bots, so the team might complain about you if you don't have the skill to succeed as demoknight. If you find any bots near the tank for later waves, you should kill them to activate your crits-on-kill and go back to chopping at the tank. Sure, later waves when there's a lot of money the grenade launcher or stickybomb launcher can put out more DPS. However, for the earlier waves, Demoknight is better for pure tank killing without ever needing to worry about reloading

Scout can contribute a lot of tank damage

    If all else fails, the scout has very high single target DPS. Soda Popper or Shortstop fully upgraded, he practically ties for 1st with phlog pyro and beggar's solly in destroying tanks. However, most scouts won't have their primary fully upgraded and he will normally be preoccupied with his "other duties". When a situation is dire, though, the round completion is always more important than an A+. The scout shouldn't be afraid to make the decision to stay on the tank and forego collecting cash. A wave win with 60 missed credits is better than a wave loss where there were 0 missed credits. If there's a spy on the team, you can tell him that cash collection is on him while you meat(el)shot the tank. While it is very VERY rare to see a scout in the full time tank buster roll, it certainly can be done successfully, especially if a spy will cover cash collection during the time.

**********************************

The early wave tanks are a pretty tough test for the inexperienced teams. You should have at least 1 person that is built like a 'glass cannon' so that he can play a role of handling the tank. Preferrably, that person would be able to take out the tank without any assistance so that the other 5 members on his team can stay and take care of any bots that spawn. The most likely class will be the phlog pyro, but by no means is that the only way. That is simply the 'Meta' way.
Wave breakdowns
Broken Parts wave 1-7



This isn't a particularly difficult wave. The only bots to look out for are the 6 small crit soldiers. The wave starts with a squad of scouts (mostly bonk scouts) surrounding a single crit soldier. 6 of these squads appear to start the wave. The scouts are just a distraction - they pose no real threat to you. They distract while the crit soldier will basically 1 shot anyone he hits nearby. The trick to this is to pick the crit soldier out of the crowd and solely focus on killing him before turning attention to the scouts.

New teams lose this wave because these soldiers kill them early on, they lose ground, and they never quite recover. Overall, losing this one is rare.



This is the first wave to test the team coordination. It starts with bowmen, but they are mostly just fodder. They have a lower difficulty AI setting and don't track well. The real test begins after the bowmen:

  • A High HP Tank
  • Giant Heavy + Giant Medic pair
  • Super Scouts

The tank can be difficult because it requires members of your team to dedicate their attention to it. If the team is new and unsure how to handle the situation, they may place too many people on the tank, which leaves too few people fighting against the bots. The most common method to deal with the tank is to have a single phlog pyro handle it, while the rest of the team stays in the cave to fight against the bots.

The Giant Heavy + Giant Medic is actually a tough combination to deal with, especially on Wave 2. However, if a teammate of yours is familiar with the mission, they may have planned their upgrades to deal with this obstacle. The trick to smoothly deal with the Giant pair is to finish the Giant Medic off with a large burst of damage when he is at low health. The Giant Medic will pop his enhanced quickfix ubercharge when he reaches 50 HP. While the ubercharge is popped, he is practically unkillable except for one single burst of damage > 4500 HP.

The EZ version is just to have a demoman lay a crit sticky trap near the front spawn while he has damage upgrades. The other EZ version is to have a spy with max armor penetration, who can kill the Giant Medic in 5 consecutive backstabs. It's more common that pubs struggle with the Giant Medic and it ends up popping. The team can still salvage the wave if the Giant Medic pops uber, just be sure that it popped uber early on, so that everyone can regroup later and kill it after the uber is finished.

Finally, the Super Scouts are always dangerous, especially if they come during a chaotic moment of the wave or if the team is not aware they are coming until they turn the corner. There are many different ways the threat from Super Scouts can be nullified. One of the most reliable ways is by impeding their path with the sentry. Just remember that 3 Super Scouts will spawn individually in the beginning during the tank. The last 3 Super Scouts come almost at the very end and they spawn together, which can make it difficult to account for all 3.



Wave 3 is another challenging wave. The beginning starts with all of the pyro+uber medic pairs spawning in quick succession. This is normally a test of your medic picker (normally demo/sniper). If your demo or sniper is good, then the bomb carrier usually will not advance very far. However, if you don't have a reliable medic pick class, this part of the wave can be difficult. The wave can turn VERY DIFFICULT if the groups of pyro+uber medics manage to break out of the cave with the bomb. During this portion of the wave, it's important to note that the BOMB CARRIER is the most important bot to focus on. Killing the bomb carrier will force all of the bots to change their pathing to go towards the bomb. Once the bomb is picked up, the bot AI goes into Mob mode, and that is very deadly since the pyros that don't have the bomb will charge at you. The key to making it through this smoothly is to always focus on the bomb carrier. Kill the pyro will the bomb, once a new pyro picks up the bomb, focus on that pyro, etc. When the pyros go into mob mode, it usually spells bad news for the team. Have the discipline to mostly ignore the pyros who do not have the bomb.

The second challenge of this wave is the Giant Rapid Fire Crit Soldier. He will spawn shortly after the pyro+medic pairs are spawned in. This soldier is very powerful and can cause a lot of trouble for you if you're distracted while dealing with the pyros. Normal ways to deal with him are medic shield, uber canteens, scout drawing aggro and dodging, or other similar ways that don't allow his rocket bursts to devastate your team.

The next challenge is the crit bowmen that spawn in large groups. If you draw their attention and are in their LOS, there is a good chance you are dead. They have low HP though, so a class that does a lot of splash is good for this portion (ie soldier). Do not lose the cave, because if you're fighting these bowmen in the wide open portions of the map, they are extra deadly. Giant Demomen also spawn in groups of 3. They can be a little rough, but they usually aren't the main problem, since they travel in a close group.

A tank spawns a little past mid-way of the wave. If the team has already lost the cave, killing this tank becomes quite difficult, as bots will most likely be crowded around the tank when your tank-busting class goes to take it out. Finally, the 8 crit heavy can be VERY ANNOYING. Since they are armed with crits, they suffer no damage fall off and they seem to destroy you from half the map away. If you have lost the cave, the heavies will spread out and they are difficult to deal with.

In short, don't lose the cave for this one -Your life will be much easier if you don't. This starts with properly handling the pyro+uber medic pairs. Get a good uber med picking class or stay on the high rocks and aim at whichever bot has the bomb at the time.



Wave 4 usually seems simple just from the look of the wave breakdown. However, it is a bit tricky unless you know what to expect. The majority of the wave consists of swarms of spies spawning at intervals while groups of crit scouts also spawn. The crit scouts are glass cannons, they hit hard unless you have full crit resistance and full bullet resistance. Just them alone, it's a simple enough wave. The tricky part is that the spies cause chaos. If you die, they usually spawn at the hatch and attempt to spawncamp whoever spawns. This usually leads to people who have just spawned to just fight sloppy fights at the hatch, while the crit scouts are ignored and end up advancing the bomb with minimum resistance.

So, this is what you do: DON'T FIGHT SPIES AT SPAWN. Instead, just jump onto the teleporter and go join the rest of your team in the cave.

Another tip, stand on rocks.

A single cow mangler soldier with proper upgrades can just stand on the tall rock and take out all scouts/spies that try to get the bomb. That's the carry class for this wave when your teammates are clueless.

The 8 Giant Heavies spawn with 1 uber medic each. The bot medics here have an extended uber duration. So if they pop, they're invulnerability will last longer than normal and makes taking out the Giant Heavies very difficult. Pay attention and try not to set off any uber medics.
Wave Breakdowns (cont.)

The easy explanation to this wave is that the Steel Gauntlet heavies are damage-sponges. They are there to take your attention and be a sort of meatshield to the crit soldiers that spawn in groups of 3. The crit soldiers are the only danger. They have increased damage, firing speed, and I believe projectile speed as well. Even with full resistances, they can easily tear through the team if they aren't dealt with quickly.

If you have an experienced team, this is a slightly boring wave where the bomb never gets passed the first rock.

The Steel Gauntlet heavies require a lot of damage to kill. The Fists of Steel makes them take 1/2 damage from projectiles, but makes them take double the damage from melee hits. Knowing this, your first thought may be to engage them in melee battles. That is a bad idea almost always.

So here are a few of the common ways to deal with this wave smoothly:

  • The team stays almost right in front of the bot spawn, shooting the bots at close range when they first spawn. This allows for classes to take advantage of ramp-up damage against the melee bots. Dispenser normally goes somewhere near the first rock, and a heavy goes near point blank against the Steel Gauntlets. You basically want all of the Steel Gauntlets subwave to die before the crit soldier subwave spawns so that you can then focus fire them. Once lots Steel Gauntlets are still on the map in addition to the crit soldiers spawned in, it becomes hard to deal with the wave - the Steel Gauntlets are taking up attention while the soldiers blast you with crockets. Thankfully the subwaves spawn at a staggered interval.

  • If your team is terrible, the easiest way to carry this wave is as Sniper. The majority of the wave is Steel Gauntlets, and they have big fat heads. It's very simple to score consecutive headshots on these guys. In addition, Explosive Headshots is a flat damage (150/170/190 depending on upgrade level). While the Fists of Steel reduces damage from projectiles, it can't reduce the effect of EH damage. Explosive Headshots will make this wave simple. Any rifle that can trigger EH will do the job.

  • There is a class that does well engaging in melee battles with the Steel Gauntlets - Demoknight. Fully upgraded and with Crits-On-Kill, a demoknight can almost one shot every bot in this wave - if there's a teammate that does a little chip damage to the groups, you can go on 1-hit KO spree through them. So it's important to keep the crit-chain going. The tricky part is dealing with the crit soldiers. They still hit hard, so you have to be precise with your swings to make sure you get the kill and refill your HP through Health On Kill and with the half-zatoichi. The crockets can push you around and disrupt your crit chain, so I've found it helps tremendously to max out the push-reduction upgrade on your shield. This way, you can charge head first through a rocket and still get the kill on the soldiers.


The beginning is all of the smaller crit bots that spawn in large groups. There isn't too much to say here except they hurt if you try to fight them head on. Splash damage classes help tremendously here. Spamming grenades/rockets/headshots toward the bot spawn usually takes care of the majority. Inexperienced team will struggle. If you want to cheese this part of the wave, just have your team camp the corner back near the river pit and kill bots as they turn the corner.

The second part is the tough part:

Giant Heavy/Med pairs. If you don't have someone who can reliably deal large amounts of damage at once to take care of the Giant Medic, this can be a struggle just like Wave 2. Now throw in 3 higher HP tanks and Giant Scouts that spawn in pairs into the mix and things can get hectic. It is important that not more than 2 players are dealing with the tanks - so at least 4 players can be dealing with the Giants that are spawning. But keep in the back of your mind that the Giant Scouts spawn at set intervals and you want to be in place when they arrive. This wave can take a few tries before you get used to the rythym of it.


Sergeant Crits. He doesn't shoot rockets at you if you're right up next to him. Bodyblocking works well, but following behind while pushed up against him works even better. Watch out for spies.

Bone Shaker wave 1-8










Disintegration Decoy wave 1-6
10 Comments
Spock, Destroyer of burgers 23 Mar, 2023 @ 9:41am 
I don't know if anyone else does this but I just make a sentry nest where the engi bots would and my sentry would kill them before they put there teleporter down
[MARI] ✔ kreinto 30 May, 2021 @ 3:55pm 
Any change this guide will be finished? Disintegration guide would be really REALLY helpful.
Swivel 25 Oct, 2020 @ 2:26am 
Hi when are you gonna complete this guide, bone shaker and disintegration is still incomplete I think
sobranie turquoise 18 Mar, 2020 @ 4:03am 
Please spam comments on my steam profile. im trying to collect comments ty
Mr.Dwight 15 Mar, 2020 @ 1:51am 
Good guide Heavy is the best class keep it up
xiraline 20 Jun, 2018 @ 4:29am 
Good job, i mostly play two cities so i don't know much about mecha engine, but NEVER use the jag. I main engi on mvm and i know what i say.. (tho im only tour 12, i have some experience.)
Ularech 5 Feb, 2018 @ 9:42am 
This guide does not get enough credit, good job. Helps me a lot when i'm doing tours ^^
uptothewolves 12 Nov, 2017 @ 12:33am 
great guide man
S^2M 28 Apr, 2017 @ 11:25pm 
noice
Rocket 24 Sep, 2016 @ 11:49am 
:D