like I said I'm not going over the bossfight, that's going to be saved for it's own post
10. sniper: he'd get slaughtered
okay I thought last episode had the highest win to lose ratio, I was wrong just about everyone could make it out of this one
9. engineer: the gunslinger would finish off a few, maybe even all of them as they come but engi has the lowest likleyhood of making it out of the one who could actually make it out
8. heavy: if he has time to rev up he'd shred right through them, but if not he might be in trouble, plus the round would take forever
7. spy: yeah yeah, invisbility, duisguses you get the jist by now, hoever I think he might still get caught considering the clown gremlins would likley be able to seep the entire area so spy might actually struggle a bit here
6. medic: he can outrun them but he's susceptible to being cut off
5. soldier: this is the first time where I can bring up rocket jumping as this is the first level that doesn't take place in an enclosed space, so soldier could bring the rocket jumper and bounce around the stage, maybe bring a regular rocket launcer and the half zatoichi to heal back any damage he takes, maybe the blackbox + conch combo, he has a lot of options
4. demoman: he can sticky jump similar to soldier's rocket jumps, but he can also bring a grenade launcer to give him the damage nessicary to defend himself, he's baisically a better soldier
3. pyro: airblast, jetpack, fire nuff said
2. scout: not only is he faster but he can also jump right over the clown gremlins
1, demoknight: bring the zatoichi and he can last forever, or the eyelader and get the perfect 4 heads.
honestly this level would likley be the easiest for the tf2 gang considering their powers just sync up really well here, the next three levels are going to be a different story
0 comments