Team Fortress 2

Team Fortress 2

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MVM Two Cities Tour and everything you need to know about it
By AlphaOwl
This guide will help you accomplish one of the greatest Mann Vs. Machine Tours ever: Two Cities. You could be a new beginner trying out for the first time or a skilled player who has done many tours. Or you could be that guy who got a free ticket from Christmas! The guide will go over loadouts, strategies, and typical teammates. So sit back, relax, and read on! BTW, this is currently under development, so ask about things you want to add in the comments below!
   
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Who am I?
You may be wondering who the hell am I. I'm Owl Cockpipe Mundy, (or as most people call me, Owl) and I love playing sniper. I own one unusual Orbiting Fire Crocleather Slouch painted australium gold. My most favorite game is Team Fortress 2 and I also spend some time animating videos using Source Filmmaker. Anyways, now that we got that covered, let's move onto the Introduction.
Introduction To Two Cities
So, you may be wondering, "What is Two Cities?" Well, "A Tale Of Two Cities" is a book made by Charles Dickens but... We're talking about the Mann Vs. Machine Tour, not a 30 year-old book. Two Cities is a Mann Vs. Machine tour that only requires 4 tickets worth of missions and originally it was the only way to get australiums and killstreaks! The tour also has two maps that can only be played in that tour, which were Mannhatten and Rottenburg. Well, I practically just summed up most of it so let's get started!

The screenshot you see is me dying from one of my tours and how I got a killstreak over 100.
Typical Teammates
Every MVM server has that typical player, and everyone hates or loves it. In this section, we will be covering some of the stereotypical Two Cities players. Even though this might seem useless, it will actually come in handy everytime. So let's get started!

The Money Obessed Guys:
Yes. It is plural for a reason. There will always be more than one guy to give a F*** about money. If a scout misses, let's see, 50 dollars or more, (Not sure actually minimum is) a votekick will be heading his way. They even leave the damn server if they don't get their way! I know everyone should get bonuses and you missed a lot, but c'mon, couldn't you give the scout some slack? The ways to avoid these bastards are to just not get involved with their antics. They will play the game fine, but boy, just don't get into the money argument. And if you're the scout, you should try to apologize as quickly as you can and plead to lord Gaben and hope you don't get kicked.

The Pro:

Sometimes there will be a pro in your server. He will have maybe 50-etc. tours and by golly should you listen to them. They always give good tips but they always micromanage everyone. I can't say that you should avoid them but you should really listen to them.

The Noob:
This is not a recognizable scenario, but it's good enough. A new player is likely a noob who has gotten their hands on money to buy tickets or were given out on Christmas. These players are easily idiotic to what they need to do. Noob scouts would play combat while noob engineers don't save their sentries from sentry busters. The only way to avoid these guys are to kick them or to give them credit for trying their best.

Alright, I think I finished talking about this, so I ho- wait. I think I have one more stereotypical player left.

The Troll:
The guy who just screws around with everyone. This guy will always be a different class or choose the wrong upgrades. Only way to avoid is to kick them.
Normal Bots
This section is about which bots are the most important to take out.

MEDIC BOTS
These bots are always annoying. They will constantly heal their patient (Giant or not) and the only way to stop them from capping the bomb is by taking these guys out. Luckily with the help of demomen, snipers and spies, you can get on the giant bot much quicker. Watch out though! The medics have the power to pop their ubercharges and rain hell!


GIANT BOTS
These bots are like normal bots except with massive amounts of health and some of them might have special attributes than others. They could either be taking the bomb or capping gates. Either way, taking them out after the medics is important. For example, Major Crits, one of the boss robots you encounter in Mannhattan, is super strong and if not taken out quickly, can result in your team standing in spawn while both gates are open and sending hordes of robots. That's why these guys are important.


NORMAL BOTS
Normal MVM robots. Some may have special attributes, others may have special weapons, and that normal stock class. These pack of bots come in hordes and it takes a while to take them out. Throughout the game you will be facing a bunch of variants of bots to the bonk scout to the huntsman sniper. With proper execution, all these bots would be left in the dust.
Support Bots
This section is dedicated to talking about some of the support classes in MVM.


MECHA ENGINEERS
These mean BLU building machines are a major nuisance to the team. They can teleport anywhere near the REDS and set up teleporters and sentries. The teleporter can take a cluster or robots that can't be shot until their invulnerability wears off. Try to take these sentries and teleporters as quickly as you can. If you are pushed back too far, you probably can't leave spawn because of their nests.


SPY BOTS
These robotic Europeans can sneak up and backstab you. They are always annouced when they're present so you know that they are out and ready to play. If you don't check your back, you can find a knife and you'll be taken back to the spawn rooms. Classes like soldier, pyro, demo, heavy, and medic can really help take out these bots before you'll find yourself fending off a bomb at spawn.


SNIPER BOTS
These huntsman are always waiting to shoot you. They can't headshot, but they can affect your team if you are not looking. Low health classes should always avoid or dodge their shots. Classes like scout, soldier, sniper, and spy are helpful taking out these bots. So make sure to clear the grounds otherwise these bots would be aimming at you.


SENTRY BUSTERS
Also known as suicidal demoman because of their kill icon and player model, these bots target specifically sentries to blow them up and force the engineer to restart building their sentries. They always come when a sentry has 10+ kills and the game will announce when one is coming. They can even run over teammates and kill them instantly without exploding. There are three ways of countering a sentry buster. One way is to kill it, which would result in it exploding and it might kill your teammates. The other way is to run into it while holding your sentry, trigger it, and then back up. The last way is to rescue ranger it away right as the sentry buster is triggered.
Loadout Suggestions
In this part of the guide, I will teach you the recommended loadouts I use and when they should be good at times. So let's get started!

The Scout:
Loadout: (Choice), Mad Milk, Fan Of War


This loadout is commonly used by experienced to professional scouts. New players don't go this loadout because they don't understand the true concept behind it. You just want to throw milk to help your team heal from damage and you also want to mini-crit the giant robots so that your team will do more damage.

The Soldier:
Loadout: (Choice), Buff Banner, (Choice)


A soldier loadout would likely consist of a buff banner to give you mini-crits to your teammates. A lot of soldier rocket launchers are actually pretty good like stock, black box, or beggar's bazooka. The melee is also yours to choose because you won't really be using it in battle.

The Pyro:
Loadout: (Choice), (Choice), (Choice)



The reason this loadout is all on your decision is because their really isn't a true pyro MVM loadout. The only way that I can give advice is that you either use a phlog (phlogistinator) on the all tanks wave in Rottenburg or to use any other flamethrower to airblast.

The Demoman:
Loadout: (Choice), Stock or Scottish Resistance, (Choice)


Demo is mainly used for stickies for the medics, so always use a stock or the Scottish Resistance. A lot of people use either Ali Baba's Wee Booties/Botlegger or they use a grenade launcher like stock and loch-and-load or loose cannon. Any melee would probably do just fine, but try not to use a Half-Zatoichi otherwise you'll be stuck with that damn thing until you kill a bot.

The Heavy:
Loadout: Brass Beast or Stock, (Choice), Running Gloves of Urgently


So Mr. Fatass does a lot of damage. So why would I need a specific loadout? Well, Choosing the right weapons will help you within your tour. Stock is just fine for people who don't have the damage planter, the Brass Beast. it does +20 damage than normal and there may be a minigun spinning reduction, but you can counter it with the upgrades. The secondary could be any but I use a Sandvich because I can feed it to the low-health teammates. The Gloves Of Running Urgently does a great job of helping you get to places, but don't accidentally put them on in battle.

The Engineer:
Loadout: Rescue Ranger or Frontier Justice, (Wrangler or Short Circuit), (Choice except gunslinger)


This tryhard Texan has a common loadout amongst MVM players. Many players use the Rescue Ranger because you can save your sentry from dying or from ♥♥♥♥♥♥♥ sentry busters. The frontier Justice also does good because you can easily rack up kills from the bots and let your sentry die so you can get those REVENGE crits. Wrangler and Short circuit are hella good because for the wrangler, you can take more incoming damage on your sentry plus you can use it for faster firing on your sentry. A short curcuit also does really well because of the giant demos and soldiers. Finally, any wrench does good, but that's only wrench. Here is a main tip for Engineer: DON'T USE A ♥♥♥♥♥♥♥ GUN-SLINGER. It is literally the worst weapon in MVM but one of the best in regular gameplay.

The Medic:
Loadout: (Choice), (Choice except Stock), (Choice)


An important class to the MVM meta. (As if there is one!) Medic is usually depended on Medigun, so most syringe guns and melees will be ignored/unimportant. Kritzkrieg is the best because it can grant kritz to your teammates.

The Sniper:
Loadout: (Hitman's Heatmaker, Machina, Anything BUT the Classic and Bows (Huntsman, Fortified Compound), (Choice), (Choice)


To be honest Sniper is one of the no meta classes. However if you have mastered his skill, then you can surely do it on robots, right? Well most MVM loadouts consist of ANYTHING BUT THE ♥♥♥♥♥♥♥ BOWS AND THE ♥♥♥♥♥♥♥ CLASSIC. I use to use the bows in 666, but that was before I was a noob. I realized that you need to plant those headshots and they matter. The Hitman's Heatmaker is considered one of the best MVM weapons for sniper. Once you get explosive headshot on that thing, you will be rollin' heads, just like the description. It can be very helpful for headshotting easy bots. The reason I also believe in the Machina is because its damage bonus counts. Fast charge and max damage can deal a whooping 1056 damage! The other weapons won't matter, for you will be planting your scope on those heads.

The Spy:
Loadout: (Choice),(Choice), (Choice), Dead Ringer


Spy is obviously offclass. Most professionals go the typical meta. However, if you have been practicing and what not, you can master the Duke of Debonair, The King of Cadaver, The High Paid Provocateur! A typical spy loadout consists of most anything as long as you have the Dead Ringer. The Dead Ringer (On hit) will create a Feigned Death and it will grant you a little amount of invisibility. It will also give you resistances and a temporary speed boost. Most knives are good in MVM, but some knives are also tricky to maintain. If you wanted some good knives, I woult suggest The Big Earner, The Convier's Kunai, and Stock. A bad knife, like the YER, is not helpful because you won't have anytime to backstab to disguise because you'll be dying. The spycicle is decent, although it doesn't provide as much help since if you run into pyros, you're screwed. Sappers don't count, for really you will only try to be sapping robots no matter what. The robots don't die to the sappers, but are temporarily stunned, so it wouldn't matter to sap and run. Finally thing about Spy, revolvers. Most revolvers are typically good, but it really depends on your gameplay.

Ok, with loadouts crossed off, let's move on to Gameplay Strategies.
Gameplay, Upgrades, and Tactics
So for this next bit, I'm going to be going over upgrades for the class and their role in MVM.
Scout

Scout is offense, right? He is supposed to capture points and kill people with his nice 6 shot scattergun. That is competely opposite in MVM. Scout is a support class. With his big scattergun, Scout is not gonna want to upgrade his weapons usually. (Unless you have Mad Milk or extra $$$) The things that need to be upgraded are ressistances and jump height and speed. If you haven't learned, Scout is a class that collects money. He has a larger money radius to collect and his speed allows him to avoid many robots. He also collects health from collecting it. He also can have Mad Milk, the infamous ♥♥♥ milk substance that allows teammates and self to gain 60% health from on going dealing damage. This makes scout a very useful class. In both maps, Scout will be required to jump a lot so know your map in order to move around. (Truthfully in my opinion, scout might be one of those classes you will try out later otherwise your typical Money-Obsessed Teammates will kick you.) On a side note, you should also have a Fan Of War, Or FOW. With the new Gun Mettle Update making it a little bit better, it will allow scout to hit bots and deal a lot less damage, but with a "Marked For Death" on the bot/player/whatever. A "Marked For Death" means that it allows any damage for the time be minicrits. This is usually helpful for scouts support for the team and is a usually recommended weapon.





Soldier

Soldier is one of the easy going MVM classes you won't be likely kicked for playing. Use your rocket launcher of course, but remember to always buff your teammates with your buff banner. One good tip is that you should hold your buff banner until you need it the most, although this is not the best recommendation to hold it for an entire wave. Good upgrades are firing speed, reload speed, health on kill, increased ammo, and increased clip. Remember to deal tons of damage to the bots with direct and splash damage and also to look out for your friendly teammates in need with rocket jumping. Another good note is that rocket jumping can allow you to manuver throoughout both maps.





Pyro

Your class importance is low. This means that you are not likely to be played unless a certain individual is good. The only reason you want to go pyro is to take down the tanks in Rottenburg. Apparently fire is stronger than all of the other weapons so pyro is used to take down tanks in quick sucession. Try to focus on tanks as much as you can. If a tank is not out, try to buy health on kill so that you can take tons of damage yet survive. For better survival, get ressistances.








Demoman

It's just you, your sticky launcher, and some skills to take down massive waves of robots. Demoman is good for taking down medicine men, aka Medics. Medic unit(s) can be taken down by multiple stickies planted on the ground. Of course, Valve didn't add robot AI to detect stickies, so spam them al you please. You want to avoid taking out your melee, so just plant yourself by an ammo pack/dispenser and you are good to go. Good upgrades include health on kill, firing speed, ammo increase, and reload speed. You have multiple choices for primary. You have the grenade launcher, loose cannon, loch and load, legwear, and the BASE jumper. The grenade launchers are always good, but have their pros and cons. Grenade launcher is my personal favorite, due to know cons or pros. The loch and load is practically good for sentries, which only happem to appear rarely. Then theirs the loose cannon, or "knock people back!" weapon. Legwear (booties/bootlegger) are good if you are good with the sticky launcher. The additional health is helpful, but can mess you over if you planted some crit stickies provided by your team's medic. If you do use legwear, tell the medic not to crit you unless during round, cause then you will do massive amounts of damage, but the true damage output is when you pile up on stickies. Same goes for BASE jumper. If you REALLY want to use it, then I guess? you have to stay in midair. Out of all the primaries, the BASE jumper in my opinion is the worst.

Heavy

As a Heavy, you just want to be a major damage unit for your teammates. You take up tons of damage, although you can easily be countered with your mobility. Your medic will likely heal you, but you should standby a dispenser. Good upgrades are ressistances, firing speed, ammo, and health on kill. That way you are a killing machine! Another fact is that you can substitute as a sentry, blocking the bomb and delaying the carrier. Your minigun should be a #1 priority. Whatever your secondary is, use it too! Your melee is your last resort, because there is plenty of ammo everywhere on both maps.





Engineer

Your role is very important and so is your sentry. One major tactic that a lot of MVM players do is have the engineer wedge the bomb between a wall and a sentry. The bot would be stupid enough to stay there while taking damage from the sentry. The tactic is specifically useful on rottenburg, where you can place your sentry near the stairway and you can wedge the bomb so that giant scouts can't just get the bomb and run away. Good upgrades are dispenser range, building health, sentry firing speed, wrench speed, and metal capacity. The one major important upgrade is dispenser range, because you can provide healing and ammo to a teammate not to close to the dispenser. As an engie, your job is to try to keep your sentry up and running. One good tip after a round is to destroy the sentry because of its kill amount, which captures the attention of sentry busters. Sentry busters are suicidal bots with the model of demoman who wield an ullapool caber. Their job is to take down your sentry. Your teammates can take it down for you, although it wouldn't be an effective solution. Simply the best way is to get close to the sentry buster with your sentry, run back while it explodes, and then go back to your position. If your sentry goes down, try to stay back to repair it to have additional defense. Another is to buy building upgrade canteens, something you can craft or obtain after your first wave. It allows you to upgrade your buildings to level three for the cost of 50 credits each time. Another note is that getting mini sentry upgrade is your last priority, because it is not that helpful. You should only get it if you have addtional money.







Medic

Medicine man is important to the class meta. Medic provides two roles: shielding everyone and healing everyone. The healing part should be easy. Medic needs to go around and heal people with his medigun. He should always avoid damage and pop his ubercharges. This may seem hard, because a large cluster♥♥♥♥ of robots can kill him instantly. However, with the right upgrades, he can take to the battlefield. One thing is to buy healing rate, overheal, healing mastery, uber duriation, and most importantly, projectile shield. This upgrade allows medic to emit a shield which he can build up from healing. This protects anything behind it. Always pop your shields and ubercharges and you are good to go. The upgrades like ressistances and canteen specialist are good too. Ressistances keep medic alive while canteen specialist allows medic to use his power up canteen and share its effect with his healing target. Another good upgrade too is mad milk syringes, although it wouldn't be as important as the listed above. It helps coat bots hit with the syringes in the syringe gun with ♥♥♥ and your teammates can gain health from the damage. Another tip is that projectile shields deal one damage for a second so don't worry, you can charge on and protect your teammates.





Sniper
this New Zealander shooting people on the battlefield, you won't find him so often on the grounds of Rottenburg or Mannhatten. In my opinion, Sniper is the replacement of demoman, which is actually true. Sniper has one specific update called explosive headshot. This allows sniper to kill bots within a specific radius of the original headshot bot. This allows sniper to take out waves of robots, specifically medics, just like demoman. Other good upgrades are reload speed (yes, there is such thing as reload speed), Projectile penetration (unless machina), damage, ammo capacity, faster charge, and health on kill. If you are using Jarate, which is a helpful utility, get maxed out recharge rate and slow speed on target. This allows sniper to be the efficient killing machine he is. Sniper also needs to be distant from the battlefield but not too far. Medics are always first priority, so with the help of explosive headshot, Sniper can shoot the big robot that the medics are healing and they all die. Sniper is a very powerful class, but is basically a replacement for demoman. The only time you really want a sniper is when a pro picks the class. Do not trust noobs with this class because they don't understand the power of sniper. Another fact is that sniper can collect the money by shooting the robots. This currency appears as normal currency except the dollar signs are red instead of green. The purpose of the ghost currency is for scout to pick up to heal himself.





Spy

The sneaky frenchman is good at killing people, so what's so hard killing things without brains? Hordes are the problem. Hordes of robots like to spam at the nearest red closeby, and the spy could be killed in the crossfire. Ressistances and the DR are the key to the solution. Spy is very weak with the same normal amount of health, which is either 70, 100, or 125 depending on what knife you use. These ressistances allows spy to go on a killing spree. Spy is basically a mix of scout with demo/sniper. Spy can collect money while eliminating important bots. If you didn't know, you can sap the robots. However, there is a timer on re-using the sapper. You can even upgrade the sapper's radius to sap more bots and to go for massive chainstabs. If you use a diamondback, it would be very useful because you can store your crits and use them on bots or big bots. If there happens to be engineer bots with teleporters, take them down, they can be a nuisance to your team. Another good tip is to target medics as well. This allows your team to get a job done quicker. Finally, max upgrade your knife. If you get penetration, you can deal tons of damage to big bots.





Classes' Classes
This section is about general roles specific players do. I will use all 9 classes.

Damage dealers: Soldier, Demoman, Heavy, Engineer, Pyro

Money Collectors: Scout, Sniper, Spy

Medic killers: Demoman, Sniper, Spy

Tank Destroyers: Pyro, Demoman, Soldier

Distractions: Scout, Spy

Bot Grinders: Engineer, Heavy

The Heals That Deals: Medic, Engineer, Scout, Heavy

Clutch Kings: Soldier, Demoman, Scout

Now, the order these classes are in are based on how good they are.

Damage Dealers: Soldier, Demoman and Heavy deal tons of damage, leaving engie not dealing as much. However, since all four classes are part of the meta, they are all at the same level except pyro. Pyro is much more upclose and is easily killed.

Money Collectors: Scout is always the number one since he collects money within a large radius and gains health from it. Sniper would be second because a good sniper can leave the scout running around doing nothing while the Sniper is collecting credits from all his headshots. Spy would be the last option because he isn't very mobile and a risky move.

Medic Killers: Demoman can deal tons of spam damage with rapid fire of his sticky grenades. Sniper is not the best choice because of low damage dealing, but he's a simple replacement. Like I said before, Spy is too much of a risky move to play unless you are good.

Tank Destroyers: Now, Pyro would be top of this list because of his constant damage on tanks. Demoman is good because he can stockpile on stickies and wait for the tank to come and blow them up, taking a chunk of health. Soldier is also good but not the best because he doesn't take a lot of damage on the tank at once.

Distractions: Since Scout is part of the meta, he is technically #1 on this list. He can take tons of damage caused by the remaining cash and can distract many robots at the beginning. Spy is also good because he can go behind and bother enemies while dealing massive waves of robots with his trusty sapper.

Bot Grinders: Engineer is the top because his sentry can deal tons of damage to ongoing bots who come to take or support the bomb. Engineer can just do a few clicks, and bam, doing tons of damage. Heavy is also good too because of his minigun doing tons of ongoing damage as well like a sentry.

The Heals That Deals: Medic is the top because he is very vital to the team's survival. Medic's ubercharge allows him to heal teammates while they do tons of damage so they can survive longer. Engineer is another solution because of his dispenser always being there to support. Lastly, Scout made the list too because of his mad milk allowing teammates or scout gain health from the damage they gave to the bot that has milk on it.

Clutch Kings: Soldier is the top of the list because of his damage and mobility. Using rocket jumping, soldier can easy get back to the bomb if there is an ongoing bot ready to drop the bomb. Demoman is another solution because of sticky jumping, although it takes longer to get behind because of the placement of stickies. Finally scout is the last because of his fast mobility, although he doesn't deal ton of damage.
Websites for help
Here are some official websites you want to go to for help in MVM. These websites include map layouts/information and wave information.

Mannhattan: https://wiki.teamfortress.com/wiki/Mannhattan

Empire Escalation (Mission): https://wiki.teamfortress.com/wiki/Empire_Escalation_(mission)

Metro Malice (Mission): https://wiki.teamfortress.com/wiki/Metro_Malice_(mission)

Rottenburg: https://wiki.teamfortress.com/wiki/Rottenburg

Hamlet Hospitality (Mission): https://wiki.teamfortress.com/wiki/Hamlet_Hostility_(mission)

Bavarian Botbash (Mission): https://wiki.teamfortress.com/wiki/Bavarian_Botbash_(mission)
Thanks for Reading!
Thanks so much for reading my guide! I put quite a lot of effort into this and I would enjoy if you rate this and subscribe to my channel. Remember that this guide is still under development, so remember to give feedback!

Channel: https://www.youtube.com/channel/UCUqL5A1bTuHNNMi07SDrpBw
23 Comments
Majimalol 29 Oct, 2020 @ 2:15pm 
Thank u 4 the tour number (its 4)
goldnteachr 13 Jun, 2020 @ 3:51am 
TYSM!!!
lord_precel 28 Dec, 2019 @ 8:30am 
I don't think medic's secondary is choice. I never seen anyone using anything other than kritz and it is honestly the best for MvM. Also melee is ubersaw cuz normal bots can quickly load your uber.
especially scouts, just kill a few and spam kritz to teammates every 10 seconds.
largest jej known to man 16 May, 2018 @ 9:40pm 
gas passer + brass beast
tomless 22 Mar, 2018 @ 11:43pm 
This is awesome! Love it!
Dispentryporter 14 Jan, 2017 @ 1:11pm 
By the way, as a person who plays a lot of mvm spy, I can safely say that he is NOT a medic picker. He simply isn't able to handle them quickly enough and he's probably gonna have to dead ringer away and re-disguise against more than 3 of them. However, he's a complete beast against giant medics since they never turn around, and there's usually only one of them at once.
AlphaOwl  [author] 14 Jan, 2017 @ 12:53pm 
@Dispentryporter well, this was a long time ago. I don't know why I didn't add that, but I might as well, since I'm starting the new guide today.
Dispentryporter 14 Jan, 2017 @ 12:48pm 
Why isn't there a specific category for classes that excel at killing giant bots at the end? Some classes are better at handling those than they are at crowds like spy and heavy.
AlphaOwl  [author] 14 Jan, 2017 @ 12:44pm 
I guess I can start working on it today. :)