Team Fortress 2

Team Fortress 2

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Medieval Mvm : A small guide and help about this combination of gamemodes
By Quenquent the babysitter
Yes, Medieval Mvm is a thing. And I've seen a lot of players, good or bad, new or old, having problems with that fusion between 2 officials gamemodes. This little guide will tell you what is Medieval Mvm, help you discover it, and inform you some basics about classes, robots, and stategy.
   
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Introduction : What is this ?
Before starting, I want to say that anything in this guide is not final ! By that I mean, that Medieval MVM is still a young gamemode, and that strategies and tactics might change as it get older, and that what is now true in my guide can be complete bullcrap in 2 months. I mostly made this guide to help players that never faced this gamemode to at least survive their first mission.

Now that I said that, we can start :

What is Mann Vs Machine ?

If you ask yourself that question, I would advise you to forget this guide and Medieval Mvm. Go read one of the 300 guides about Mvm out there and play the gamemode until you know a lot (if not everything) about fighting the Machine.

But I need to define it to put a base, so I'll keep it simple : Mann Vs Machine is a gamemode where up to 6 players fight against an army of robots.

What is Medieval ?

Medieval is a player vs player gamemode where 2 teams fight with melee weapons, bows and banners.
I'd advise you to play this gamemode enough to know some tactics and the power and weaknesses of weapons and classes.
I did found a good guide about Medieval Pvp, if you don't want to jump in there naked :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=309464699

So what the hell is Medieval Mann Vs Machine ?

Medieval MVM is the combination of the two gamemodes above : a team of 6 players fighting an army of robots with swords, bows and banners. The cooperation and strategies of Mann Vs Machine combined with the fun of Medieval Mode.

For now, only 2 maps runs this gamemode (give me a call if a new one is added) :
- mvm_degrootkeep[gamebanana.com] "made" by Z00L
- mvm_hillside[gamebanana.com] made by myself (yes, I made this guide in part to promote my map)

Updates :
07/07/2015
  • Added changes related to the Gun Mettle update
  • Added Sun-on-a-Stick
  • Corrected a lot of grammatical errors
I) Classes : plus and cons
As you might have noticed, classes in Medieval Mode tends to completly change, becoming extremely good or completly useless. And in Mann Vs Machine, some classes fill up a role and some others fill an other, which require a minimum of variety. Medieval Mann Vs Machine combine those two points : your team require a bit of variety between classes more or less usefull to fill roles and fight the robot menace.

I'll divide classes into 3 categories : Advised Classes, Good Classes, and Bad Classes. This doesn't mean at any point that you are forced to play certain classes or that you can't play certain classes ! I use this kind of chart to guide you, this is a guide, maybe you can use the full potential of a class and make it to the top of your team's scoreboard (like, you can make a Bad class even better than an Advised class).

I'll also go throught every weapons avaiable and rate them, and this again to guide you. You can play with any weapons you want, as long as you know his strength and his weakness.
A) Advised Classes : restricted but among the best
Advised Classes are classes that I would suggest to any new players that would ask "What should I pick ?", as those classes, which are already good in Medieval Mode, show to be even better in Medieval Mvm. They have a few weaknesses, but are the best at what they do.

The problem is that they need to have particular weapons to use these classes at full potential, which new players doesn't always have.
The Demoman : the Knight
If you played that class in Medieval Mode, you'll understand why he's here : long range melee, shield charge, and a big amount of health, the Demoman show to be even more powerfull that you think with his upgrades. He's one of the best melee class avaiable to the player. Finally, you can play Demoknight on Mvm !



Melee weapons

The Bottle (and reskins)
Rating : Moderate

Available to anyone. This is a decent melee weapon with no upsides nor downsides.


The Eyelander
Rating : Very Good

Not only this weapon have a longer range than the bottle, but it also gains heads when you kill a robot. Getting a head will increase your speed, health, and the damages of your shield on impact. And heads, you will get a lot of them by killing robots. After getting a few kill or equipping a certain primary, you can easily deny the -25 hp downside and the no random crits with the Crits on kill upgrade.

The Scotsman's Skullcutter
Rating : Good

The +20% damage bonus can be useful taking down bigger robots (such as Half-Giants and Giants), but the -15% slower speed can leave you defenceless or useless. You see, speed is really important in Medieval Mode, and what is true in Medieval Mode is true in Medieval MVM. Without speed, you can't escape certain robots or catch up some others. You can, however, compensate that lost with speed upgrades. It also have a longer range, like the Eyelander.

The Pain Train
Rating : Moderate

Almost the same as the Bottle, the 10% weakness to bullets does make you weaker against shield bash. And you are not going to cap a point here...

Half-Zatoichi
Rating : Bad

Let me explain this rating : the Half-Zatoichi give full health on kill, you have a longer range and the honorbound can be ignored as you can only wield your melee weapon in Medieval. The problem here, is that it kills in one hit other Half-Zatoichi's wielders. That means you can one hit kill robots with it, but robots with it can also kill you in one hit. And this kind of robots tends to be really common in Hillside, and are also present in Degroot Keep.

Ullapool Caber
Rating : Bad

The Ullapool Caber deals enormous damages on his first hit, which produce an explosion that also damage you. But after that, his damages are pitfull compared to any other melee weapon. And dealing damages while you're alive is important.

The Claidheamh Mor
Rating : Good

Since the Gun Mettle update, this weapons got stronger. Medieval MVM maps tends to be small, and the extra 0.5 seconds of charge will not change a lot. This weapon also reduce your health by 15 hp, and you don't have random crits (which can be compensated respectively by a specific primary and a certain upgrade). But the +25% charge refill on melee kill is really strong with a shield as, not only you only use your melee to kill, but it will make you always able to charge whenever you need. You can also have more charge if you have the Tide Turner and/or boots equipped (see Secondary and Primary weapons below). Like any other sword, this weapon got a bigger range.

The Persian Persuader
Rating : Good

The 100% faster charge recharge can allow you to keep on charging and charging the bots. Perfect if you use your shield a lot, less if you rarely use it. The health on ammo pickup can be ignored, as robots don't drop weapons (but do drop a small health kit on kill) and ammo packs are close to health kits most of the time. Like the other swords, it got a longer range and the no random crit can be compensated with an upgrade.

Secondary weapons

The Demoman can equip secondary weapons. But the only secondaries he can equip are shields who allows him to charge and, if rightly timed, can deal a critical hit to his target. All shields also have damage resistance, but only to fire and explosion, which are rarely common in Medieval Mvm.

The Chargin' Targe
Rating : Moderate

Ignoring the resistances, this shield is pretty basic. Nothing special. But if you don't have any other shield, this one can still be usefull.

The Splendid Screen
Rating : Good

What makes that shield more interesting, is the fact that it can deal important impact damage at any time during the charge. Which mean : if you manage to hit an enemy with your shield, you will deal him enough damages to kill him. This can get pretty usefull on enemies with a lot of health (such as Giant and Half-Giants).

The Tide Turner
Rating : Very Good

Knowing how to master this shield can turns you in a killing machine : you fully control your charge movements and you can charge rapidly after if you kill a robot during the charge with your 75% charge refill on kill. You can easily go back and forth in the robot horde, and allows you to make a rampage.

Primary weapons

An other thing that makes the Demoman powerful : he can have a weapon in every slot. Something uncommon in Medieval Mode. But the primary weapons he can use most of the time have a passive effect.

Ali Baba's Wee Booties/Bootlegger
Rating : Very Good

Not only this weapon gives you +25 hp (which compensate the downside of most of your melee) and also increase your speed (which allows you to move easier in the battlefield), but it also increase your turning speed while charging, allowing you to control your charges better (useless with the Tide Turner). Plus, the 25% charge refill on kill can be really useful if combined with the Tide Turner (which will give you full charge back on charge kill, allowing you to charge again directly) or any other shield.

The B.A.S.E Jumper
Rating : Bad

This weapons allows you to deploy a parachute in mid-air, reducing your falling speed and preventing you from having fall damages. This can be usefull when jumping from Hillside/Degroot Keep's walls.
The Sniper : the Bowman
The Sniper isn't a really good close range combat with his 125 hp (the lowest of any classes). What makes the Sniper powerfull is because of one weapon : the Huntsman.





Primary weapon
The Huntsman (and reskin)

Rating : Very Good

If you don't have this weapon in your inventory, I strongly discourage you from playing Sniper. This weapon is among the few ranged weapons avaiable in Medieval Mode. And range, you are going to need it when a swarm of melee weilding robots will rush toward you. It also deals wonderfull damages on headshot so aim for the head ! And, after it got upgraded, this weapon can turn itself into a magnificent Giant killer. You can also set your arrows on fire with the braziers placed around the map, which can be really usefull against bigger robots.

Melee weapon

Sometimes, as a Sniper, you might need to switch to your melee weapon to take care of a pesky Spy robot. But that doesn't mean you should use it as much as the other classes, since the Huntsman can make weapon switching a bit complicated.

The Kukri
Rating : Good

Avaiable for everyone. This weapon will fit almost any situation since it have no downsides and upsides. If you don't know what awaits you, I'd suggest you to grab this weapon.

The Tribalman's Shiv
Rating : Bad

In Medieval Mvm, you'll understand pretty fast that you need to kill the robots fast. This is why you have the Huntsman : to kill the robots fast at safe distance. The Tribalman's Shiv doesn't deal -50% damages but deal bleeding damages over time, but you can apply the bleeding effect thought an other way, with an upgrade.

The Bushwacka
Rating : Bad

I know what you are thinking : you can combine that with the Jarate to deal wonderful damages to any robot in your way. Well, I'm sorry to tell you that, but you cannot use the Jarate in Medieval Mode ! So how can you put the "mini-crits turn into crits" upside to your advantage ? Well, you can cooperate with a Soldier with the Buff Banner or a Scout that can mark robots to death. If you don't plan on doing that, avoid using that weapon. Not only for the weakness to damage downside, but also for the no random crits.

The Shahanshah
Rating : Good

I'm not going to write that name twice so I hope you will remember it. You deal -25% less damages when above 50% of your health, but you will deal +25% damages (than the Kukri) when under 50% of your health. This weapon can be really usefull if a robot get close to you and manage to damage you.. But it's less usefull if you use it to engage the fight. I also discourage you to keep yourself at under 50% of your health if using that weapon, so you don't get easely killed...

Secondary weapon

With the Demoman, the Sniper is the only class that can have a weapon in every slot, even if the choice is restricted. And this is not because you don't have the Jarate that you shouldn't equip anything else !

Razorback
Rating : Moderate

If you really only have this secondary for the Sniper that can be used in Medieval MVM, take it anyway. Even if spies tends to not be common, it can help if one tries to backstab you.

Darwin's Danger Shield
Rating : Very Good

The only good thing with this weapon, is the +25 hp bonus, that increase your chances to not die. Exepted that, the +15% resistance to bullets and the -20% resistance to explosion can be ignored, since robots can't use guns or rocket launchers.

The Cozy Camper
Rating : Good

This weapon won't makes you flinch when aiming, which can be usefull in some rare occasions. The knockback resistance can be ignored, as it is uncommon for robots to be able to knockback you with melee weapons. You also recover 1 hp per seconds (2 minutes and 5 seconds for 125 hp) which can comes handy if you have to shoot arrows and don't have time to look for a medkit.
The Medic : the Ranged Healer
With speed above average and health regeneration, the Medic plays in a similar fashion than the Sniper but with exellent mobility and adaptability. His playstyle also mostly revolves around a single weapon : the Crusader's Crossbow.





Primary weapon

The Crusader's Crossbow
Rating : Very Good

Like the Sniper, I strongly discourage you to play Medic if you don't have that weapon. Not only it allows you to damage robots from a distance, but also to heal your teammates. This is important since, without a Medigun, the main mean of healing at your disposition is the Crusader's Crossbow. Just shoot with this weapon where your friends are fighting and see if it heals, or kills something. I also advise you to upgrade that weapon, as it can become insanely awesome and fun to play with.

Melee weapons

Melee weapons is more important for the Medic. Since he have more speed and a short weapon switch time, it can be a good idea to go melee when a robot gets too close.

The Bonesaw
Rating : Moderate

Available for everyone. This weapon have no upside or downside. Perfect if you don't know when you are going to go melee.

The Übersaw
Rating : Bad

Anyone would advise you to take that weapon for normal Mann Vs Machine. But in Medieval MVM, this weapons turns to be pretty weak and useless : the only upside, +25% Uber on hit, is useless since you don't have a Medigun and, of course, no Ubercharge. The 20% slower attack speed can be a problem if you need to take care of multiple robots at close range.

The Vita-Saw
Rating : Very Bad

As I said for the Ubersaw, you don't have Ubercharge, which means the 20% Uber conserved after death is useless. This weapons will only make you weaker, with -10 hp.

The Amputator
Rating : Very Good

Not only this weapons allows you to get more health regeneration when it's active, which can be useful at low health, but it also gives you a hand to heal your allies : when you taunt, your allies close are healed ! Which can be usefull if you got a lot of friends to heal. But this will only work if they can manage to protect you... The -20% damage penalty can also be a problem taking out robots fast.

The Solemn Vow
Rating : Good

A straight upgrade to the Bonesaw, this weapon allows you to see the health of the robots. Not that useful for Giants as you can see their health, it can help you choosing which robots to attack or to go melee against. The 10% attack speed penalty can cause problems if fighting horde of robots, but isn't one against a few of them and with good timing.
The Scout : the High damage support
When I talk about the Scout in Medieval MVM, people tend to react in two different ways : or they think this is a good class to grab the money, because of his speed, ability to double jump and health from cash, like in Mann Vs Machine, or they think this is a bad class since it doesn't deal a lot of damages and die easily due to their low health.

Those two reaction are WRONG ! Let me explain : in Medieval MVM, most of the team tends to be close to the robots, at melee range. When a robot die, the money he drop can be grabbed by one of those players at the front without him even noticing. Snipers that manage to do headshots kills on robots also "grab" the money they are supposed to drop. The few amount of money the Scout will grab are the leftovers of the bodyshots from the bows and crossbows, or the missed money the melee fighters didn't grab. What makes the Scout interesting, it's his variety of melee and secondary weapons. It can transform the Scout into an excellent damage dealer or one of the best support class available for your team. Or why not even both !

Melee weapon

Baseball Bat (and reskins)

Rating : Moderate

Available for everyone. No upsides and no downsides. You don't know what to grab ? Take this.

The Sandman

Rating : Very Good

The real advantage you get from the Sandman is a ranged attack, turning into an other ranged class. Even if your ball don't stun bigger robots, it does come in handy against a single robot that managed to get through your line of defence. It's also a really good help for your team once it's upgraded with mark robots on hit. But keep an eye on your health, as with this weapon you have one of the lowest health available in the game.

The Candy Cane

Rating : Good

In Medieval Mode, when someone is killed, he drop a small medkit. In Medieval MVM, it's the same, but the plus here is that the robots cannot grab it ! The Candy Cane, if used wisely, can turn the battlefield into a giant medkit farm, awaiting for all of your allies and yourself to grab them. The explosion weakness can be safely ignored as it's pretty rare robots are available to deal explosive damages.

Boston Basher (and reskin)

Rating : Bad

If you planned on swinging your bat non-stop until you hit/kill something. Forget that weapon. Because if you miss, you hit yourself like an idiot. The bleed effect, however, can be pretty useful against bigger robots if they are distracted, or if you use a hit-and-run tactic. Just, be sure to master this weapon before using it.

The Fan O' War

Rating : Moderate

All Mann Vs Machine lovers know this is the weapon a Scout should grab : making for death a Giant can makes it really easier to take him down. Problem is : in Medieval MVM, this weapon will seriously amputate your damage abilities. Excepted if a Giant comes, you will be useless to your team with it. Or even against bigger and lonely robots, since you will deal crits on hit after marking a robot.

The Atomizer

Rating : Really bad

The triple jump ability gives you more mobility to move around for a bit of health. It can be a real help if you need to grab money. But, as you read above, money isn't going to be your number 1 priority. If you need to jump higher, there's a 100$ upgrade for this. Plus, the damage and attack speed reduction the Atomizer have can really put you in trouble in melee situation.

The Wrap Assassin

Rating : Moderate

This weapon combine the ranged attack the Sandman have an the bleed effect the Boston Basher got. Shooting a bunch of these balls in a group of robots or a Giant can deal a good amount of damages as the robots goes forward. But the -90% damages really prevent you from fighting at melee range.

The Sun-on-a-Stick
Rating : Bad

Less damages and no crits, however, you can crit robots on fire ! But when robots are on fire ? In normal situation, rarely. But with a Volcano Fragment Pyro or a Huntsman Sniper that use fire arrows a lot, this situation shouldn't be this uncommon. If a Giant is on fire, this is your Jackpot (well, if this is not a Giant Demoknight or a Giant Pyro...)

Secondary weapons

Since we are in Medieval mode, only two kind of weapons will be avaiable to the Scout : drinks and throwables. These weapons can really help you and/or your team, depending of your play style.

The Bonk! Atomic punch

Rating : Bad

Called Bonk! by the players, this drink gives you 8 seconds of invincibility where you can.... well move and jump. A good help to grab money (which isn't that useful) or to block bigger robots moving forward. The problem is that, during those 8 seconds, you cannot attack.

The Crit-a-Cola

Rating : Moderate

This drinks is more for the melee Scout : faster speed movement, mini-crit damages for a little weakness to damages, the Scout can easily take out some unaware bots with it. So if you planned on drinking this, don't combine it with a low melee damage weapon !

Note : you can also use this in combo with the Wrap Assassin : the bleeding damages turn into mini-crits while under the effect of the Crit-a-Cola

The Mad Milk (and reskin)

Rating : Good

The praised Mann Vs Machine secondary won't lose his popularity in Medieval MVM : throw this in a group of robots or a Giant to make all of your allies happy instantly : when a robot is milked, 60% of the damages done to him is converted into health. And when upgraded, this little bottle of strange white liquid can give a good hand against the faster robots.

The Flying Guillotine

Rating : Very Good

Want to deal even more damages ? With this little boy in your hand, you will deal an impressive amount of damages to any kind of robots. And the rather small recharge time will allow you to do it rather frequently.

Note : combined with the Sandman, this weapon turn the Scout into the biggest damage dealer in Medieval Mvm : stun a robot with your ball, then throw the Guillotine, and see the smaller robots suddenly die, and the bigger ones not lasting a lot of time after that.
B) Good classes : weaker, but still strong
So if you can't have these weapons what shoud you grab ? If I don't want to play those classes, what should I take to survive long enough until the next wave ? Well, here is where the classes that can give quite a punch when mastered correctly. They also have pretty unique abilities which makes these classes unique and fun to play, while still being a needed part of a good team. These classes don't need to have a really particual weapon to be good, even if some does make them better.

But, even with these advantages, it will be hard for them to be as powerfull and usefull as the Advised classes.
The Heavy : the Tank
With the highest health pool of all the TF2 classes, the Heavy show himself to be really powerful in a defensive situation in Medieval Mode, or as a good pusher when the team need to pierce in. In Medieval MVM, the Heavy is a robot stopper specialist : he's going to need more than a couple of robots to get down. And even against a lot of these, his weaponry can turn a enormous mass of robots into a magnificent pile of scrap metal, ready to get crafted into a hat.

But the problem with the Heavy is his speed : he got the slowest speed of all classes, which makes it hard for him to chase after faster robots, or when melee fighting.

Secondary weapons

The Heavy got access to one kind of secondary weapons : food. Despite not being necessary needed to play Heavy at full potential, it can be useful to have of these, just in case.

The Sandvich
Rating : Very Good

If you are at low health, you can eat this tasty Sandvich and recover all your health in a couple of seconds. You can also throw it at your friends to make them recover half of their total health. And on the top of that, if you grab a medkit at full health, you instantly recover a Sandvich ! And with all the small medkits that will get dropped from the robots, it shouldn't really be a problem to achieve that !

The Dalokoh's Bar
Rating : Good

When you eat this delicious chocolate bar, your max health will be increased by 50 for 30 seconds. Pretty usefull to tank a group of ennemies or some Giants. You also recover 50hp when eating it. And you can also throw it to your allies so they can recover health, just like the Sandvish. Or even pick an other medkit after eating the Dalokoh's Bar to get a new one.

The Buffalo Steak Sandvich
Rating : Very Good

If you are not a vegetarian or part of PETA, eating this sweet buffalo steak will gives you mini-crits, faster movement speed for a bit more damage taken and restriction to melee. The problem ? None ! You are already stuck to melee in Medieval Mode ! Plus, like the Sandvich, you can throw it to you friend so they can recover health, and recover one at full health if you grab a Medkit.

Melee weapons

I personally think the Heavy's melee weapons are the most interesting ones, despite not being used that much in the normal TF2 due to the superiority of the Minigun. The Heavy's melee weapon give him acces to upsides that wouldn't be normally accesible to him via upgrades.

The Fists (and reskins)
Rating : Moderate

Avaiable for everyone. This weapon doesn't make you exeptional, but you can still deal damages to robots with it. I hope punching a robot in the face doesn't hurt too much...

The Killing Gloves of Boxing
Rating : Very Good

When you manage to kill a robot with this weapon, you will deal critical hits for 5 seconds. This is more than enough to find an other robot and kill him with it, and restart the 5 seconds timer. The slower firing speed shouldn't be too much of a problem with this, exepted against bigger robots and Giants maybe.

The Gloves of Running Urgently (and reskin)
Rating : Bad

When out, this weapon allows you to move way faster. A good way to compensate the Heavy's low movement speed. However, you will take mini-crits when hit, and you also deal less damages, which somehow break the Tank role of the Heavy.

The Warrior's Sprit
Rating : Very Good

The impressive damage bonus can show itself to be really powerfull against bigger robots, or even the smaller ones. However, the -20hp this weapons can cause problems when tanking, which can be compensated with the +10 hp on hit (and with enough Attack speed upgrades, you WILL hit something)

The Eviction Notice
Rating : Good

The impressive attack speed can give quite a punch against tougher enemies. That's it, if you manage to land all of your hits without getting hit. The pretty low damage output this weapon have does get compensated by the firing speed tho. But thanks to the Gun Mettle update, you can catch up running robots easier with the speed boost on hit, and also make up for the Heavy's slow speed. Who need tankyness when you are fast ?

The Fists of Steel
Rating : Very Bad

If you wear this in Medieval Mvm, I will think that you are mentally deficient. This weapon not only increase weapon switch time (why isn't really a problem in Medieval Mode) but also double the damages you recieve from melee attacks ! And since there's no robots that use ranged attacks, this makes this weapon even more useless.

The Holiday Punch
Rating : Bad

When you get a critical hit or hit an enemy from behind ith this weapon, you make you target laugh, preventing him from doing anything at all. This works on robots too ! You won't see the robot laughing, but you will hear him laugh. If you manage to "backstab" a Giant with this, you and your team will have more than plenty of time to maul him down. But I agree it can be frustrating to see your critical hit doing no damages.
Valve removed the ability to make robots laugh with this weapon. Having a random crit with this weapon won't deal any damages to the robot, so use the stock fists instead.
The Soldier : the Banner carrier
Not only the Soldier have a large amount of health, but it also got some weapons that can really support his team : more damages, more resistance, or even more health and speed. The problem is that the Soldier is pretty slow, which can prevent him from being really effective at melee range. Plus, your teammates tends to split up in the battlefield, which makes most of your banners only usefull for yourself.


Secondary weapons

I strongly discourage playing as a Soldier if you don't equip one of these, as what makes the Soldier unique is his secondaries. If you want to play as a Soldier for his health pool, I would suggest you to play as a Heavy. Also, keep in mind that you need to deal damages to fill the rage bar and use your banner. And you will mostly use the banners just for yourself.

The Buff Banner

Rating : Good

When activated, this banner boost you and your teammates close with mini-crits damages, increasing damages dealt. And since damage is the number one thing in Mann Vs Machine, this is a good idea to take this.

The Battalion's Backup
Rating : Good

When activated, this banner reduce damages done to you and your teammates close, and also deny crits and mini-crits you and you teammates might receive. This banner also gives you +20 hp, which can be useful to survive. Mostly useful against robots that deal a lot of damages.

The Concheror
Rating : Good

When activated, this banner transform damages done to health for you and your teammates close, alongside with a speed boost. This weapons can help you compensate your slow movement speed, and the one of a Heavy. The Concheror also makes you recover 2 hp per seconds, useless in the middle of a fight, but useful when outside of it.

What about the Gunboats, the Mantreads and the B.A.S.E Jumper ?
These weapons don't really change anything to the Soldier in Medieval MVM, as most of those items are related to rocket jumping. And the Soldier can't rocket jump as he don't have his Rocket Launcher.

Melee weapons

The main problem with the Soldier is that he don't really have some powerfull melee weapons. But some of these might give you a hand in certain cases.

The Shovel (and reskins)
Rating : Good

Available to everyone. Most of the Soldier's weapons got some big upside for big downsides. The Shovel is the only weapons that can allows you to play without changing the Soldier's aspect too much. Not sure what to grab ? Take the Shovel.

The Escape Plan
Rating : Bad

The Escape Plan makes you move faster as your health goes low, which can be an other way to compensate the Soldier's low speed. However, you will receive mini-crits with this weapon out and fighting at low health is really risky. Plus, a Medic cannot heal you at full potential while your Escape Plan is out, you can switch to your secondary to let the Medic heal you at full potential (if you don't have a banner and there's a Medic in your team, I strongly suggest you to completely forget that weapon)

The Pain Train
Rating : Moderate

Almost the same as the Shovel, the 10% weakness to bullets does make you weaker against shield bash. And you are not going to cap a point here...

Half-Zatoichi
Rating : Bad

Read what I said about this weapon in the Demoman section, and add this the fact that you will need to kill a robot in order to activate your banner (since you need to deal damages in the first place to use your banner, this shouldn't really be a problem) and that, due to your low speed, you are an easy target. Avoid this weapon.

The Disciplinary Action
Rating : Good

This weapon, when slapping the ass hitting an ally, will make him and you move faster for a small amount of time. A really good way to compensate the slow speed the Soldier have, while helping your friends going to the front. But why does that weapon have a "Good" rating despite his lower damage input ? The real power in this weapon is his range : it's bigger than any Demoman's sword range ! It can really help you attacking robot where they can't even reach you !

The Market Gardener
Rating : Bad

This weapons is usefull when you can rocket jump. And, since you can't rocket jump in Medieval Mode, this weapon is useless.

The Equalizer
Rating : Moderate

As your health goes lower, you will deal more damages. But if you have high health, you will deal less damages. This weapon is a high risk for high reward, which can be tricky in certain situations. Also, like the Escape Plan, Medics can barely heal you when you have this weapon out (and if you still don't have a banner and there's a Medic in your team, I strongly suggest you to completely forget that weapon)
The Spy : the Assasin
Among all the classes shown here, the Spy is certainly the hardest to master in Medieval MVM. The 2 main reasons are that he don't have a sapper in Medieval Mode, but also, when he get spotted, the robots are ready to take his head off in a couple of seconds. But being a good spy can be really rewarding in Medieval Mvm, mostly due to the presence of non-giant big robots that, despite having over 800 hp, will die from a single backstab.

The Spy's tactic doesn't really change from Mann Vs Machine to Medieval MVM. The only real problem for a good Spy is not having a sapper just in case.

I will not cover the Spy's weapons as you play Spy in Medieval MVM exactly like you do on a normal Mann Vs Machine map, without the sapper (and there's more than one guide out there that cover what a Spy can do).
C) Bad classes
The problem with those classes, is that they don't really have strenghts in Medieval Mvm. They even have downsides only. If you really want to play those classes, or you are looking for a challenge, or you are looking for a brain. And I'm sorry but you won't find one that way.
The Pyro : the Survivalist
The Pyro by itself isn't that bad in Medieval MVM, he just don't have the weapons to turn into a good or even an interesting class. He do have a nice amount of health, and a good speed movement, which still make him a decent class.




Melee weapons

The Pyro doesn't really have a lot of decent melee weapons, but a couple of them, mostly centred about health, can make the Pyro a Survivalist.

The Fire Axe (and reskins)
Rating : Moderate

Available to everyone. The Pyro tend to have really bad melee weapons for Medieval MVM. In case you don't have the good one, grab the Fire Axe.

The Axtinguisher
Rating : Very Bad

The strength of this weapon revolve around fire. And since you cannot deal fire damages with this, you might need or to cooperate with the allies that can deal fire-based damages, or change weapons.

The Homewrecker
Rating : Bad

Since there's no buildings or sappers in Medieval Mode, this weapon is purely useless due to his damage reduction to players (and robots are considered as players, not buildings). Changing weapon is advised here.

The Powerjack
Rating : Good

Not only this weapons makes you move faster, but you also recover +25 health from kills with it. However, you will take 20% more damages.

The Back Scratcher
Rating : Very Good

This is because of this and the Powerjack I call the Pyro the Survivalist : due to the large amount of health kit drop from robots, the Pyro can recover a lot of health just by grabbing a few medkits. The Back Scratcher also do a bit more damages, useful to take out robots. Excepted if there's a Medic actively healing you, the healing reduction from healers can be ignored. Hell, the Medic can even focus on someone else since you will not really need his help anyway.

The Sharpened Volcano Fragment
Rating : Bad

A lot of players tend to overlook this weapon in Medieval Mode. In Medieval MVM, the only thing this weapon will be helpful for is for a hit-and-run tactic : you hit a robot, he's on fire, you leave. This is useless against robots that have a Chargin'Targe. You can cooperate with a Pyro with the Axtinguisher or a Sun-on-a-Stick Scout for devastating combos, but this require a lot of cooperation.

The Third Degree
Rating : Moderate

Works the same as the Fire Axe. The only moment this weapon can really shine is if a Medic robot with the Amputator manage to get the bomb and taunt with it when surrounded by a lot of robots. And this, I only saw it happens once.

The Neon Annihilator
Rating : Bad

Same as the Homewrecker. The only way this weapon can be powerful is by cooperating with a Mad Milk scout : the Scout throw his milk in a group of robots, or even a Giant, and the Neon Annihilator turn into a powerful crit-only weapon.
The Engineer : the Punching ball
I got a question for new players : why do you always pick Engineer in Medieval Mvm ? You cannot build sentries, you have lowest health of all classes and you got crappy melee weapons. I don't know if a good player can make something out of this class but why do new players think going Engineer in an almost melee only gamemode is a good idea ?

I am not going to go throught the Engineer's weapons, as a good player know what are the upsides and downsides, and a new player don't need to know this as this is not a good idea to pick Engineer here in the first place.
Work In Progress
This guide is still in construction. I'll go around the upgrades, some robots, ideas of team compositions and the Spy's weapons. The main reason I released this guide before it's finished is to make Medieval Mvm a bit more popular, and to have opinions from what I already said.

A good team composition I found for now is : 1 Scout, 1 Medic, 2 Demoknights and 2 Snipers. I'm sure there's other compostions that are good, let me know !

And if you find more Medieval Mvm maps, got some questions or even some constructive critics, don't forget to write it down there in the comment section !

And don't forget to check my other guides :

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=386948630
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=390349912

Have fun !
28 Comments
excaliburst 25 Aug, 2024 @ 2:01pm 
if you're asking for servers that have medieval mvm, then im pretty sure that potato mvm servers has a couple of them, but its entirely up to luck whether a server is running it or not

dont think there are any dedicated servers for mvm medieval
steampunkej 23 Aug, 2024 @ 11:54am 
server?
Meet THE Nameless 4 Aug, 2023 @ 2:30am 
Pretty much a solid guide, only needing to update some weapons stats since some changes happened, but still mostly accurate, as someone who plays medieval mvm regularly with a coordinated team today
Quenquent the babysitter  [author] 12 Nov, 2017 @ 5:14am 
I'm still here, but yeah is this guide is outdated with some major crimes against the English language. I should work on it when I've got the time
excaliburst 12 Nov, 2017 @ 1:08am 
AUTHOR IS DEAD
excaliburst 7 Feb, 2016 @ 1:39pm 
Ya think?
Quenquent the babysitter  [author] 6 Feb, 2016 @ 9:53am 
I should REALLY work on that guide again...
Nota 6 Feb, 2016 @ 7:44am 
Change Half-Zatoichi notes, Tough Break changes
excaliburst 21 Dec, 2015 @ 10:16am 
The charge and targe got nerfed,and now you can set em on fire.
stealthweasle01 19 Dec, 2015 @ 11:05am 
Does the Concheror's heal get reduced by the Equilizer or Escape Plan? if not then that may make an intresting combo. you get get and receive one hit, then you have you weapon boost till your concheror heals you. Still, any other melee with Concheror or Health on Kill would likely be better.
Also, since there's no tanks (I assume, i havent tried) wouldn't the Conheror be the best banner? it gives 4 health per sec instead of 2 now, and when active the speed + health would let you go on a rampage. Especilly if you have movement speed and swing speed upgrade.