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Thread: MvM Loadouts
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08-20-12, 05:00 PM #12
Re: MvM Loadouts
I've had a couple weird loadout moments.
Looking for info on a bug we experienced a few days ago, I ran across this post:
Steam Community :: Team Fortress 2
... which has a few loadout suggestions I hadn't considered yet.
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08-29-12, 08:34 PM #15
Re: MvM Loadouts
Anybody have some items that surprised you? I have forgotten about the heavy's KGB's since the running gloves have been so much more useful in regular play. But loading those KGB bad boys up really messed some robots up. I found hiding around a corner with a dispenser makes a great trap
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08-30-12, 02:20 AM #16
Re: MvM Loadouts
I played at scout and the soda popper is phenominal. If you loose a round (or its the first round) you can buy +reload speed, get a few points into that and you can fire off 16+ buffed shots when you get your hype meter, and of course you can get that ready to go before you start a new round. First wave or two of bots just melts, and giant robots are so big that you can do close to full damage from pretty far away, easy to dodge, easy to hit.
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