okay so for the bosses I'm going to set some ground rules, there are two ways in which the TF2 mercs could defeat the bosses, either by fighting them head on or by defeating them the intended way (for example closing the grate on the doom duckie). I will also be going over the best loadouts for each merc when it comes to fighting the bosses. with that being said let's get into it
10. demoknight
best loadout
wee booties: literally no other option
tide turner: the increased mobility would be benificial in dodging the duckie's attacks
ullapool caber: the only melee weapon that could do signifigant damage to the doom duckie
between his average speed, and limiting himself to melee combat he's going to struggle the most in this fight
9. sniper
best loadout
classic: explosive headshots could deal massive damage
cleaner's carbine: it would be easy to farm SMG damage on the stationary boss
buschwaka: synergizes well with the carbine
sniper would need to close the grate in order to beat the doom duckie, however due to his low speed this will be a challenge, especially in the later parts when other dread duckies join the fray
8. medic
best loadout
crusaders crossbow: highest damage of medic's primaries
stock medigun: stock uber is the most applicible uber in this scenario
ubersaw: if the doom duckie is incopacitated it will give medic ample time to stab him with theu ubersaw and build uber
medic has the least amount of combat skill so his best bet would be to close the grate on the duckie, his uber would grant him invaluble moments of invulnerability which places him above sniper
7. spy
best loadout
ambassador: it's got a massive head, headshots would be hard to miss
stock knife: there aren't any benifits to any of the knives that would help here
red tape recorder: using this on the doom duckie might revert it back to a normal dread duckie, plus the longer sap time will mean it stays incapacitated for a longer time. however if we compare the doom duckie to the robots in MVM then that would mean both sappers are exactly the same and they would fall off after a few seconds, so it depends on how sappers would work
dead ringer: baisically a free get out of jail free card
spy could maybe take it out with sapper damaage and headshots but he's more likley to take it out by closing the gate
6. heavy
best loadout
brass beast: he's going to need all the damage he can get
panic attack: the faster switch time will be invaluble in this fight
gloves of running urgently: this will grant him quick moments of increased speed allowing him to reposition himself to continue his attack
heavy's low speed is his downfall here. he's the first one on the list that could reasonably take the duck head on and he might even win, but he's going to have trouble outpositioning the duckie to get the optimal amount of damage in this scenario
5. scout
best loadout
baby face blaster: he has no real reason to double jump and any damage he takes will kill him instantly so he will not lose his speed bost, just farm damage on the ducking and zoom around the arena
crit a cola: if you're going to die in one hit anyway the downside of this weapon is pretty much nonexistant
fan o war: synergizes well with the crit o cola
scout effectivley has the same problems as medic where he can't take the duckie out, or at least he'd have a hard time doing so, but he's faster and even less ikley to be hit by the attacks so he could just close the gate on the duckie
4. pyro
best loadout
phlogistonator: pyro has no reason to airblast here so getting the crits would be benificial
flare gun: gets free crits on burning targets, so racking up fire damage for the phlog would be easy
powerjack: the increased speed would be quite useful
pyro might have to worry about igniting the methane gas that likely fills the sewer but other than that his fire would melt through the duckie, espiecially if he gets phlog crits
3. soldier
best loadout
either cow mangler or direct hit: this depends on how the cow mangler's charge shot would work. would it incompacitate the doom duckie or just do a ton of damage? if the former it is the best option, if the ladder then the greater damage of the direct hit will be better overall
concheror: gives him the ability to make back any health he loses by rocket jumping
stock shovel: none of the benifits of soldier's melees would apply here so he's best off with stock
soldier actually has a good chance of blowing the Duckie to bits with his rocket launcher. not much else to say, he could rocket jump to get out of the range of the duck's attacks
2. demoman
best loadout
stock or iron bomber: they're practically the same weapon anyway and there aren't any gimmicks of the other two launchers that would help here
stickybomb launcher: this will end the fight really quickly
ullapool caber: again it's the only melee in demo's arsenal that could deal considerible damage to the duckie
demoman could just stack stickes and win, the duckie has no way of removing them
1. engineer
best loadout
widowmaker: he can hit the duckie to get his metal back and then some
short circut: he can use the SS to erase any incoming stun projectiles coming his way
eurika effect or jag: the jag would give him the ability to get his buildings up faster. as for the EE you'll see
engineer can literally just teleport back to the start. he would have no reason to even fight the boss in the first place. even if he did he could just hide behind a pillar and set all of his machines up, use the widowmaker to get his metal back when the duckie knocks itself out, before you know it my man has a level 3 sentry and dispenser and is opening fire on the duckie.
and that's it for bossfight one. let me know if engineer teleporting back to the start is cheating or not in the comments and I'll see you guys next time with the giant clown gremlins
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