https://wiki.teamfortress.com/w/api.php?action=feedcontributions&user=Tylerlinked&feedformat=atomTeam Fortress Wiki - User contributions [en]2024-03-29T08:02:16ZUser contributionsMediaWiki 1.31.10https://wiki.teamfortress.com/w/index.php?title=Asteroid&diff=1717911Asteroid2014-07-12T20:38:53Z<p>Tylerlinked: Little Trivia Addition.</p>
<hr />
<div>{{ra}}<br />
{{stub}}<br />
{{Map infobox<br />
| game-type=Robot Destruction<br />
| file-name=rd_asteroid<br />
| map-image=Rdasteroid.jpg<br />
| developer=Valve<br />
| map-stamp-link=<br />
| map-multiple-stages = 1<br />
| map-environment = Space<br />
| map-setting = Space<br />
| map-health-pickups-small = 2<br />
| map-health-pickups-medium = 20<br />
| map-health-pickups-large = 2<br />
| map-ammo-pickups-small = 2<br />
| map-ammo-pickups-medium = 18<br />
| map-ammo-pickups-large = 2<br />
}}<br />
<br />
'''Asteroid''' is a [[Robot Destruction]] beta map, released in the July 8, 2014 patch. It is set in a space station. The goal of the map is to head to the other team's base and destroy robots wandering near their spawn. However; the player can steal a "reactor core", which holds all of the opposing team's points, and bring it back to their base to steal a certain amount of the enemy team's points, depending on how many points you loaded it with. Stealing the reactor core and successfully capturing it plays very similar to that of a [[Capture The Flag]] map.<br />
<br />
As of the July 8, 2014 patch, it is unfinished and still in development, but the TF2 community is allowed to play-test it and give feedback to Valve on how to balance the map.<br />
<br />
==Locations==<br />
Asteroid is a mirrored symmetrical map.<br />
<br />
* '''Bridge''' &ndash; The main choke point of the map, the Bridge connects the two above-ground RED and BLU bases; another bridge running beneath it provides an alternate route on the lower part of the buildings. An open space is on either side of the bridge.<br />
<br />
* '''Lobby''' &ndash; This area contains the earliest accessible A robots of either team.<br />
<br />
* '''Hallways''' &ndash; A series of hallways connecting to the center. B robots can be found nearby.<br />
<br />
* '''Spawn''' &ndash; A windowed chamber with overlook of the B robots and exits into the battlements and Reactor. A pre-made teleporter placed within the spawn as part of the level allows travel directly to the robots seen below.<br />
<br />
* '''Reactor''' &ndash; The final room, this contains the C robot within a glass chamber facing away from the outer entrance, and a path leading directly to the visible Reactor Core guarded by alternating [[environmental death]] inducing laser beams, plus another, longer path travelling through a separate small room which also reaches the Core without passing by the lasers.<br />
<br />
==Robots==<br />
The robots featured on this map serve as scoring targets. Players may attack the robots, which drop Power Cores when destroyed, which may then be collected for points. One point is scored for the player's team for each Power Core collected. <br />
<br />
The robots are separated into three areas, named A, B, and C. There are two robots moving around each area. They will always follow their path that is marked on the floor, unless they are being attacked. They are defenseless, but will make a feeble attempt to escape attackers. Upon destroying both robots in area A or B, a door marked A for destroying A robots and B robots will open which opens up an alternate path for the player to take. The doors close when the robots A and B respawn.<br />
<br />
=== Robot data ===<br />
{| class="wikitable" cellpadding=2 style="text-align:center;"<br />
|- style="height: 20px;"<br />
! class="header" |Group<br />
! class="header" |№ Robots<br />
! class="header" |Cores per robot<br />
! class="header" |Health per robot<br />
! class="header" |Respawn time<br />
|-<br />
|style="background-color:#F9D483;" |'''A'''<br />
| 2<br />
| 5<br />
| 500<br />
| 60<br />
|-<br />
|style="background-color:#F9D483;" |'''B'''<br />
| 2<br />
| 10<br />
| 500<br />
| 90<br />
|-<br />
|style="background-color:#F9D483;" |'''C'''<br />
| 2<br />
| 25<br />
| 500<br />
| 90<br />
|}<br />
<br />
=== Robot behavior ===<br />
Robots in areas B and C are protected by what appears to be an [[ÜberCharge]] when the robots in front of them are alive; Robots B are protected if any Robot A is alive and Robots C are protected if any Robot B is alive. <br />
<br />
After 7 seconds without taking damage, the robots heal themselves at a rate of 8 health per second. <br />
<br />
All of the robot groups share a respawn timer. The timer is reset when each group of robots is destroyed.<br />
<br />
When destroyed, Robots A and B drop their associated amount of Power Cores in a single drop. When Robots C are destroyed, they perform a death animation wherein they run around dropping a stream of Power Cores.<br />
<br />
When destroyed, Robots A and B also gib (drop destroyed Dispenser parts), these gibs may collected for [[Ammo]] or [[Metal]].<br />
<br />
==Strategy==<br />
{{hatnote|See [[Community Asteroid strategy]]}}<br />
<br />
== Update history ==<br />
'''{{Patch name|7|8|2014}}'''<br />
* Added Mann Co. Beta Maps - Early Access program.<br />
** Added 2 new beta maps: {{code|[[Asteroid|rd_asteroid]]}} and {{code|[[Cactus Canyon|pl_cactuscanyon]]}}.<br />
** Beta maps can be accessed via the Quickplay menu by checking the "Play Beta Maps" option.<br />
'''{{Patch name|7|9|2014}} #1'''<br />
*Updated rd_asteroid<br />
**Fixed incorrect respawn times for Blu attackers<br />
**Fixed missing kill triggers in pits<br />
**Added blockers to starting gates to prevent Engineers from building outside the base before the round starts<br />
**Added medium health kit near large ammo pack at the front doors of each base<br />
**Removed the ability to create buildings in the lasers<br />
**Removed chair prop from vent access room near vault<br />
'''July 9, 2014 Patch #2'''<br />
*Updated rd_asteroid to fix another problem with respawn times for Blu attackers<br />
<br />
==Bugs==<br />
* The robots sometimes display %HEALTH% instead of a number indicating health, or display nothing at all when moused over, especially if the player backs through them.<br />
* Enemy robots can be walked through.<br />
* The hole next to the RED team's upper spawn gate has a gap that doesn't kill players and allows them to go through.<br />
* The fences by the stairs leading to the water in the C area and the fences by the stairs leading to the underground area can be walked through.<br />
<br />
==Trivia==<br />
* There is commented out [[vdc:Inputs and Outputs|I/O]] to disable the laser trap when all the robots are destroyed.<br />
* There are unused [[vdc:path_track|paths]] from the closet next to the vault entry to the main robot paths.<br />
* There are unused paths, labeled "powerline", from the outer robot paths to the inner paths and into the laser trap.<br />
* The spawn room [[Teleporter]] cannot be destroyed after the round by the enemy team.<br />
* The reactor cores are set up for paint, similar to a hat. <br />
* If listened to closely, the robots will often say "THAT'S NOT VALVE"<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Asteroid RED Bot A.png|[[RED]] Robot A<br />
File:Asteroid BLU Bot A.png|[[BLU]] Robot A<br />
File:Asteroid RED Bot A Uber.png|RED Robot A (Protected)<br />
File:Asteroid BLU Bot A Uber.png|BLU Robot A (Protected)<br />
File:Asteroid RED Bot B.png|RED Robot B<br />
File:Asteroid BLU Bot B.png|BLU Robot B<br />
File:Asteroid RED Bot B Uber.png|RED Robot B (Protected)<br />
File:Asteroid BLU Bot B Uber.png|BLU Robot B (Protected)<br />
File:Asteroid RED Bot C.png|RED Robot C<br />
File:Asteroid BLU Bot C.png|BLU Robot C<br />
File:Asteroid RED Bot C Uber.png|RED Robot C (Protected)<br />
File:Asteroid BLU Bot C Uber.png|BLU Robot C (Protected)<br />
File:Asteroid RED Bot C Damaged.png|Damaged RED Robot C<br />
File:Asteroid BLU Bot C Damaged.png|Damaged BLU Robot C<br />
File:Asteroid RED Bot C Damaged Uber.png|Damaged RED Robot C (Protected)<br />
File:Asteroid BLU Bot C Damaged Uber.png|Damaged BLU Robot C (Protected)<br />
File:Asteroid RED Bot Unused.png|Unused RED Robot<br />
File:Asteroid BLU Bot Unused.png|Unused BLU Robot<br />
File:Asteroid RED Power Core.png|RED Power Core<br />
File:Asteroid BLU Power Core.png|BLU Power Core<br />
File:Asteroid RED Reactor Core.png|RED Reactor Core<br />
File:Asteroid BLU Reactor Core.png|BLU Reactor Core<br />
File:Asteroid Overview.jpg|Overview of Asteroid<br />
</gallery><br />
<br />
{{clr}}<br />
<br />
== External links ==<br />
* [http://www.teamfortress.com/post.php?id=13817 TF2 Update page]<br />
<br />
==References==<br />
<references/><br />
<br />
{{Maps nav}}</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Glitched_Circuit_Board&diff=1550744Glitched Circuit Board2013-12-13T03:21:10Z<p>Tylerlinked: </p>
<hr />
<div>{{Item infobox<br />
| type = misc<br />
| image = Backpack Glitched Circuit Board.png<br />
| used-by = [[Classes|All Classes]]<br />
| released = {{Patch name|11|22|2013}}<br />
| availability = {{tooltip|Special|This item can no longer be crafted}}<br />
| gift = no<br />
| craft = yes<br />
| paint = no<br />
| rename = no<br />
| numbered = no<br />
| loadout = <br />
| quality = unique<br />
| item-description = The remains of a Robo GateBot Light. It self-destructed after falling into the hands of a human.<br />
| no-level = yes<br />
}}<br />
{{quotation|'''The Scout''' as his GateBot Light self-destructed|Woah, woah, woah!}}<br />
The '''Glitched Circuit Board''' is a [[miscellaneous item]] added in the {{Patch name|11|22|2013}}. It was used to replace all robot gate hats that were accidentally made craftable on the {{Patch name|11|21|2013}}.<br />
<br />
== Update history ==<br />
'''{{Patch name|11|22|2013}}'''<br />
* Fixed a bug that would cause robot "gate hat" items to be craftable. Gate hats that were crafted while the bug was active have self-destructed and become limited-quantity Glitched Circuit Boards as a commemorative token.<br />
<br />
== Gallery ==<br />
<gallery perrow=3><br />
File:Bomb Models.png|The gate lights and how they appear on each of the robots.<br />
{{two Cities Update Nav}}<br />
[[Category:Crafting]]<br />
[[Category:Limited items]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Scout_Robot&diff=1526872Scout Robot2013-11-25T13:49:24Z<p>Tylerlinked: </p>
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<div>{{needimage|Force-A-Nature Scout, Super Scout and Bonk Scout pictures required. Also, Major League Scout needs to be re-done.}}<br />
{{infobox class<br />
| image = Scoutbot blu.png<br />
| health = '''{{Metrics/Health|C=scout}}''' <small>(Scout, Minor League Scout)</small><br>'''1200''' <small>(Super Scout)</small><br>'''1600''' <small>(Major League Scout)</small><br />
| speed = '''{{Math/Relative speed|{{Metrics/Speed|C=scout}}}}%''' <small>(Scout, Minor League Scout, Major League Scout)</small><br> '''266%''' <small>(Super Scout)</small><br />
}}<br />
{{Quotation|'''The Scout-bot''' on the disadvantages of organic bones|Man, your skull's so soft you're makin' this easy!|sound=Scout_mvm_misc04.mp3}}<br />
<br />
'''[[Scout]] [[Robots]]''' appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies.<br />
== Normal Variants ==<br />
<br />
=== Scout ===<br />
{{Robot loadout|icon=scout|name=Scout (Type 1)|melee=Bat}}<br />
{{Robot loadout|icon=scout|name=Scout (Type 2)|primary=Scattergun}}<br />
<br />
The regular Scout robots are the most common bots in [[Mann vs. Machine (game mode)|Mann vs. Machine]]. Like the regular Scout, they are fast but weak. To counteract their fragility, they often come in large numbers. Scout robots in early waves wield only the default [[bat]], making them a very minor threat. However, they can easily overrun a player in numbers if they get too close. Later, these robots are seen to wield the [[Scattergun]], making them more dangerous up close. Scout robots are intended more for running the bomb to the hatch rather than to pose a true threat to players, though it's still dangerous to get mobbed by Scout robots. In more advanced difficulties they sometimes appear with a permanent Crit boost, making them even more dangerous.<br />
<br />
=== Minor League Scout ===<br />
{{Robot loadout|icon=scout stun|name=Minor League Scout|melee=Sandman|hat=Batter's Helmet}}<br />
These Scouts are equipped with the [[Batter's Helmet]] and the [[Sandman]], which the robots use to a great extent. The Minor League Scout will attempt to stun players as it moves towards the bomb. If it manages to stun a player near enemies and no other players are nearby, it can pose a major threat, leaving players defenseless to the oncoming waves, but otherwise it poses no major threat. Unlike regular Scout robots, Minor League Scouts do not slow down when they pick up the bomb.<br />
<br />
=== Bonk Scout ===<br />
{{Robot loadout|icon=scout bonk|name=Scout|secondary=Bonk! Atomic Punch|melee=Bat|hat=Bonk Helm}}<br />
Bonk Scouts are equipped with [[Bonk! Atomic Punch]] and [[Bonk Helm]]s, hence their name. Upon spawning, Bonk Scouts immediately drink their Bonk! and barrel into the playing area. While it is invulnerable for the first few seconds of its life, it has no special characteristics once the effect wears off, and is likely to die before it can use the Bonk! again. Players should be wary of using explosives near the spawn point should they scatter the Scouts across the map.<br />
<br />
=== Force-A-Nature Scout ===<br />
{{Robot loadout|icon=scout fan|name=Scout|primary=force-a-nature|hat=Fed-Fightin' Fedora|misc1=Bolt Boy}}<br />
Force-A-Nature Scouts are like the normal Scouts, but instead always have the Force-A-Nature equipped, making them capable of knocking you away fast.They are easy to identify, due to their [[Bolt Boy]] and their [[Fed-Fightin' Fedora]].<br />
<br />
==Giant Variants==<br />
<br />
=== Super Scout ===<br />
{{Robot loadout|icon=scout giant fast|giant=y|name=Super Scout|melee=Holy Mackerel|misc1=Bonk Boy|attribs={{buff|1200 HP}}{{buff|Moves twice as fast}}{{buff|+30% knockback resistance}}}}<br />
The Super Scout is the fastest robot in the game, moving at double the regular Scout robots' pace, far outstripping any other robots or players. They can be identified by their [[Bonk Boy]] and are equipped with the [[Holy Mackerel]]. They are not dangerous in combat or particularly durable but they can very quickly deliver the bomb and end a round against poorly prepared teams. The Super Scout should be a high priority target, and slowing weapons such as [[Natascha]] will prove very useful against it.<br />
<br />
=== Major League Scout ===<br />
{{Robot loadout|icon=scout stun|giant=y|name=Major League Scout|melee=Sandman|hat=Batter's Helmet|misc1=Essential Accessories|attribs={{buff|1600 HP}}{{buff|+30% knockback resistance}}{{buff|Recharges baseball 10 times faster}}}}<br />
A bigger, badder version of the Minor League Scout, with the same loadout, though the Major League Scout can shoot his baseballs often, hitting a ball every second or so. The Major League Scout moves at the same speed as its smaller counterparts, but not quite as fast as the Super Scout. Nonetheless, the Major League Scout can often be the cause of a round failure, considering its speed and ability to stun players.<br />
== Unused content ==<br />
*Four unused Scout Robot templates exist: one with only the [[Holy Mackerel]], one fittingly named "[[Wrap Assassin]]", a Giant Scout with only the stock Scattergun and a "Major League" Giant Scout with the [[Cockfighter]], the [[Boston Boom-Bringer]], the [[Summer Shades]] and the Sandman who is extremely large, has 10,000 HP and moves 8 times faster than a normal Scout.<br />
*There is an unused "Scout bat" icon in the game's files.<br />
<br />
==Trivia==<br />
*The Scout Robots have a custom taunt in which they jump while spinning, then smack their bottom at the player.<br />
**The glow of the bomb carrier reveals this taunt is used instead of a drinking animation for Bonk Scouts.<br />
*A blueprint for a Scout Robot was visible in the [[Engineer Update (teaser)|Engineer Update Teaser]] [http://www.sourceop.com/hell-met/TF2/mvm.jpg]<br />
<br />
== Gallery ==<br />
<gallery><br />
File:BLU Major League Scout Fix.png|Major League Scout<br />
File:Scoutbot_red.png|An unused RED texture<br />
File:Leaderboard_class_scout_bat.png|Unused "Scout bat" icon<br />
File:RomeScoutBot.png|The Romevision version of the Scout<br />
</gallery><br />
<br />
{{Robot Nav}}<br />
[[category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=User:Tylerlinked&diff=1455276User:Tylerlinked2013-09-22T01:36:39Z<p>Tylerlinked: </p>
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<div><span style="font-weight: bold; color: #ff7722"><center>{{tooltip|DeadLineClock}}</center></span><br />
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<div style="border-radius: 7px 7px 7px 7px; -moz-border-radius: 7px 0 0 0; border: 7px solid #FF7722; padding:5px; padding-left:10px; background-color:#FEDD8E;"><br />
<br />
<table id="eels" class="table-container plainlinks" style="width:720px" cellpadding=10px align="center"><br />
<tr><br />
<td id="eelse" class="table-content" align=center>[[File:user Eels Steam.png|60px|link=http://steamcommunity.com/profiles/76561198073536301]]</td><br />
<br />
Hello. I am DeadLineClock. Pleasure to meet you. Beep. Boop.</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=User:Tylerlinked&diff=1455270User:Tylerlinked2013-09-22T01:31:34Z<p>Tylerlinked: </p>
<hr />
<div><span style="font-weight: bold; color: #ff7722"><center>{{tooltip|DeadLineClock}}</center></span><br />
<br />
<div style="border-radius: 7px 7px 7px 7px; -moz-border-radius: 7px 0 0 0; border: 7px solid #FF7722; padding:5px; padding-left:10px; background-color:#FEDD8E;"><br />
<br />
<table id="eels" class="table-container plainlinks" style="width:720px" cellpadding=10px align="center"><br />
<tr><br />
<td id="eelse" class="table-content" align=center>[[File:user Eels Steam.png|60px|link=http://steamcommunity.com/id/shadic223000/|Steam]]</td><br />
<br />
Hello. I am DeadLineClock. Pleasure to meet you. Beep. Boop.</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=High_Five!&diff=1455257High Five!2013-09-21T23:45:49Z<p>Tylerlinked: </p>
<hr />
<div>{{Item infobox<br />
| type = action taunt<br />
| image = Taunt_HighFive.png<br />
| used-by = [[Classes|All]]<br />
| released = [[Manniversary Update & Sale]]<br />
| availability = {{avail|purchase|drop}}<br />
| trade = yes<br />
| gift = yes<br />
| rename = yes<br />
| numbered = no<br />
| loadout = <br />
| level = Level 5 Special Taunt<br />
| item-description = Don't leave your friends hanging.<br/><br/>This is a press-and-hold taunt. Hold down the action slot key to remain in the taunt's pose.<br />
| loadout-name = Taunt: The High Five!<br />
}}<br />
{{Quotation|'''The Spy'''|Slap my hand.|sound=Spy_highfive01.wav}}<br />
<br />
The '''High Five!''' is an [[action item]] for [[classes|all classes]].<br />
<br />
This item can be purchased at the [[Mann Co. Store]] or found randomly via the [[drop system]]. When the player holds down the action button, their character will enter one of two class-specific poses with the right hand held up high. Any nearby ally can then stand in front of the player and initiate a dual animation by activating their own High Five! or standard taunt. Only the initiator needs to have the item equipped in order to successfully complete the action.<br />
<br />
If the High Five! is initiated with insufficient space to perform the co-op taunt, such as a map height difference or obstacle in front of the player, the taunt will not initiate and a message will appear on the [[HUD]] informing the player of why they cannot taunt.<br />
<br />
Other nearby friendly players will receive a tutorial-like prompt on their screen the first time they see an ally initiate a High Five informing them of how and where to accept it.<br />
<br />
Although not an intended use, being able to stay in third person camera mode of waiting High Five! pose indefinitely by holding the action button allows for looking around corners and obstacles without exposing oneself.<br />
<br />
{{Weapon Demonstration}}<br />
<br />
== Update history ==<br />
'''{{Patch name|10|13|2011}}''' ([[Manniversary Update & Sale]])<br />
* High Five! was added to the game.<br />
<br />
'''{{Patch name|10|17|2011}}'''<br />
*Fixed high five taunts applying the wielded weapon's taunt effect.<br />
<br />
'''{{Patch name|1|8|2013}}'''<br />
*Fixed being able to cross into enemy spawn rooms using the high-five taunt.<br />
<br />
'''[Unknown Date]'''<br />
*Remove text displays "... walks into a bar" upon high five taunt completion. <br />
<br />
== Bugs ==<br />
* If the command {{code|mp_usehwmvcds}} is set to 1, certain classes will not have their High Five! animations play. Instead, they will be stuck in the idle animation for their current weapon for the duration of the taunt.<br />
* If two players use the item while standing on an Engineer's Teleporter Entrance, both will be teleported.<br />
*Taunting while using the [[Sandman]] or [[Wrap Assassin]] will cause the ball/bauble to disappear in client view.<br />
* On occasion, a player will appear to be stuck in the High-Five position after holding the taunt between rounds. This hinders gameplay in that the hitboxes do not correspond with the model. This is a considered hacking on some servers.<br />
* The particle effect created by the High Five! where the two participants' hands collide can occasionally be seen through walls.<br />
<br />
== Trivia ==<br />
* The animations for the High Five! taunt have existed within the game files since the [[WAR! Update]].<br />
**Additionally, there are some unused animations that exist within the game files for the [[Horseless Headless Horsemann]] suggesting that high-fives originally had a chance of failing to be executed correctly at one point in the taunt's development. Two animations exist in which the Horsemann swings his arm and supposedly misses the partner's hand. The first animation consists of the Horsemann crossing his arms, bending back, and shaking his head in a disappointing manner. The second one consists of the Horsemann pointing at the partner and thrusting his middle finger upward in a rude manner. Since these animations are for the Horsemann, the [[Demoman]] could have used the same animations if these factors made it into the game, since they both share the same base animations.<br />
* [[Bots]] are able to detect high fives and will return them should a human player initiate one.<br />
* The High Five! comic [[:File:Hey Sniper.jpg|"Hey Sniper!"]] features the [[Sniper]] who, faced with a dilemma, kicks down a chair in frustration while consulting a Mann Co. Catalogue before discovering the High Five! product. This scene is in fact a reworded copy of a panel from "[[:File:07 comic large.jpg|The Insult That Made a 'Jarate Master' Out of Sniper]]", where the Sniper, angry from being picked on by men his own size, kicks down a chair in frustration before discovering [[Jarate]] from a Mann Co. Catalogue.<br />
* Using the High Five! while wearing the [[Barely-Melted Capacitor]] caused a message to appear in the chatbox during the [[Pyromania Update]], which varied from class to class.<br />
<br />
== Gallery ==<br />
<gallery perrow=3><br />
File:Scout_highFiveSuccessFull.png| [[Scout]]<br />
File:Soldierhighfive.png| [[Soldier]]<br />
File:Pyro_highFiveSuccessFull.png| [[Pyro]]<br />
File:Demohighfive.png| [[Demoman]]<br />
File:Heavy_highFiveSuccessFull.png| [[Heavy]]<br />
File:Engineer_hifiveSuccessFull.png| [[Engineer]]<br />
File:Medic_highFiveSuccessFull.png| [[Medic]]<br />
File:Sniper_highFiveSuccessFull.png| [[Sniper]]<br />
File:Spy_highFiveSuccessFull.png| [[Spy]]<br />
File:HUD High Five in way.png| Not enough space to High Five!<br />
File:HUD High Five too high.png| There is a drop in front of you when trying to High Five!<br />
File:Hey Sniper.jpg| Promotional Comic<br />
</gallery><br />
<br />
== See also ==<br />
*[[Director's Vision]]<br />
*[[Schadenfreude]]<br />
*[[Meet the Medic (taunt)]]<br />
*[[Shred Alert]]<br />
<br />
{{ManniversaryNav}}<br />
{{ToolNav}}</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=High_Five!&diff=1455256High Five!2013-09-21T23:43:19Z<p>Tylerlinked: </p>
<hr />
<div>{{Item infobox<br />
| type = action taunt<br />
| image = Taunt_HighFive.png<br />
| used-by = [[Classes|All]]<br />
| released = [[Manniversary Update & Sale]]<br />
| availability = {{avail|purchase|drop}}<br />
| trade = yes<br />
| gift = yes<br />
| rename = yes<br />
| numbered = no<br />
| loadout = <br />
| level = Level 5 Special Taunt<br />
| item-description = Don't leave your friends hanging.<br/><br/>This is a press-and-hold taunt. Hold down the action slot key to remain in the taunt's pose.<br />
| loadout-name = Taunt: The High Five!<br />
}}<br />
{{Quotation|'''The Spy'''|Slap my hand.|sound=Spy_highfive01.wav}}<br />
<br />
The '''High Five!''' is an [[action item]] for [[classes|all classes]].<br />
<br />
This item can be purchased at the [[Mann Co. Store]] or found randomly via the [[drop system]]. When the player holds down the action button, their character will enter one of two class-specific poses with the right hand held up high. Any nearby ally can then stand in front of the player and initiate a dual animation by activating their own High Five! or standard taunt. Only the initiator needs to have the item equipped in order to successfully complete the action.<br />
<br />
If the High Five! is initiated with insufficient space to perform the co-op taunt, such as a map height difference or obstacle in front of the player, the taunt will not initiate and a message will appear on the [[HUD]] informing the player of why they cannot taunt.<br />
<br />
Other nearby friendly players will receive a tutorial-like prompt on their screen the first time they see an ally initiate a High Five informing them of how and where to accept it.<br />
<br />
Although not an intended use, being able to stay in third person camera mode of waiting High Five! pose indefinitely by holding the action button allows for looking around corners and obstacles without exposing oneself.<br />
<br />
{{Weapon Demonstration}}<br />
<br />
== Update history ==<br />
'''{{Patch name|10|13|2011}}''' ([[Manniversary Update & Sale]])<br />
* High Five! was added to the game.<br />
<br />
'''{{Patch name|10|17|2011}}'''<br />
*Fixed high five taunts applying the wielded weapon's taunt effect.<br />
<br />
'''{{Patch name|1|8|2013}}'''<br />
*Fixed being able to cross into enemy spawn rooms using the high-five taunt.<br />
<br />
'''[Unknown Date]'''<br />
*Remove text displays "... walks into a bar" upon high five taunt completion. <br />
<br />
== Bugs ==<br />
* If the command {{code|mp_usehwmvcds}} is set to 1, certain classes will not have their High Five! animations play. Instead, they will be stuck in the idle animation for their current weapon for the duration of the taunt.<br />
* If two players use the item while standing on an Engineer's Teleporter Entrance, both will be teleported.<br />
*Taunting while using the [[Sandman]] or [[Wrap Assassin]] will cause the ball/bauble to disappear in client view.<br />
* On occasion, a player will appear to be stuck in the High-Five position after holding the taunt between rounds. This hinders gameplay in that the hitboxes do not correspond with the model. This is a considered hacking on some servers.<br />
* The particle effect created by the High Five! where the two participants' hands collide can occasionally be seen through walls.<br />
<br />
== Trivia ==<br />
* The animations for the High Five! taunt have existed within the game files since the [[WAR! Update]].<br />
**Additionally, there are some unused animations that exist within the game files for the [[Horseless Headless Horsemann]] suggesting that high-fives originally had a chance of failing to be executed correctly at one point in the taunt's development. 2 animations exist in which the Horsemann swings his arm and supposedly misses the partner's hand. The first animation consists of the Horsemann crossing his arms, bending back, and shaking his head in a disappointing manner. The second one consists of the Horsemann pointing at the partner and thrusting his middle finger upward in a rude manner. Since these animations are for the Horsemann, the [[Demoman]] could've used the same animations if these factors made it into the game, since they both share the same base animations.<br />
* [[Bots]] are able to detect high fives and will return them should a human player initiate one.<br />
* The High Five! comic [[:File:Hey Sniper.jpg|"Hey Sniper!"]] features the [[Sniper]] who, faced with a dilemma, kicks down a chair in frustration while consulting a Mann Co. Catalogue before discovering the High Five! product. This scene is in fact a reworded copy of a panel from "[[:File:07 comic large.jpg|The Insult That Made a 'Jarate Master' Out of Sniper]]", where the Sniper, angry from being picked on by men his own size, kicks down a chair in frustration before discovering [[Jarate]] from a Mann Co. Catalogue.<br />
* Using the High Five! while wearing the [[Barely-Melted Capacitor]] caused a message to appear in the chatbox during the [[Pyromania Update]], which varied from class to class.<br />
<br />
== Gallery ==<br />
<gallery perrow=3><br />
File:Scout_highFiveSuccessFull.png| [[Scout]]<br />
File:Soldierhighfive.png| [[Soldier]]<br />
File:Pyro_highFiveSuccessFull.png| [[Pyro]]<br />
File:Demohighfive.png| [[Demoman]]<br />
File:Heavy_highFiveSuccessFull.png| [[Heavy]]<br />
File:Engineer_hifiveSuccessFull.png| [[Engineer]]<br />
File:Medic_highFiveSuccessFull.png| [[Medic]]<br />
File:Sniper_highFiveSuccessFull.png| [[Sniper]]<br />
File:Spy_highFiveSuccessFull.png| [[Spy]]<br />
File:HUD High Five in way.png| Not enough space to High Five!<br />
File:HUD High Five too high.png| There is a drop in front of you when trying to High Five!<br />
File:Hey Sniper.jpg| Promotional Comic<br />
</gallery><br />
<br />
== See also ==<br />
*[[Director's Vision]]<br />
*[[Schadenfreude]]<br />
*[[Meet the Medic (taunt)]]<br />
*[[Shred Alert]]<br />
<br />
{{ManniversaryNav}}<br />
{{ToolNav}}</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Strangifier&diff=1448531Strangifier2013-09-09T16:46:31Z<p>Tylerlinked: </p>
<hr />
<div>{{stub}}<br />
{{ra}}<br />
{{Item infobox<br />
| type = tools<br />
| image = Backpack_Strangifier.png<br />
| released = {{Patch name|8|27|2013}}<br />
| availability = {{avail|craft}}<br />
| trade = yes<br />
| gift = yes<br />
| craft = yes<br />
| numbered = no<br />
| loadout = yes<br />
| level = Level 5 Strangifier<br />
| item-description = Used to apply strange qualities to specific items. This Strangifier can be applied to X. If X is Normal quality, it will be upgraded to Strange quality.<br />
| item-uses = 1<br />
}}<br />
{{quotation|'''The Medic''' after applying a Strangifier|Ooh, much better.|sound=Medic_mvm_get_upgrade01.wav}}<br />
<br />
A '''Strangifier''' is a [[Tool]] item represented by a bottle with a gray color liquid, with label "<nowiki>GRAY SCIENCE KIT</nowiki>" and "<nowiki>STRANGIFIER</nowiki>". It is comparable to the [[Strange Bacon Grease]].<br />
<br />
It can be obtained by fulfilling the requirements of a [[Chemistry Set]]. When completed, the Chemistry Set will drop a Strangifier of the type indicated by the Chemistry Set.<br />
<br />
Using the item will allow the user to choose which item that can apply with. Upon confirmation, the Strangifier will be used and the item will be converted into one with a [[Strange]] quality, keeping the item's custom name or description, if it has one. This process cannot be reverted. Items with a [[quality]] besides [[Unique]] will retain their original name colours, and simply have Strange appended to the beginning.<br />
<br />
Strange hats and miscellaneous items count points earned on the leaderboard while wearing the item. <br />
<br />
== Update history ==<br />
'''{{Patch name|8|27|2013}}'''<br />
* Added the Strangifier to the game.<br />
<br />
'''{{Patch name|9|3|2013}}'''<br />
* Fixed not-tradable Strangifiers not applying the not-tradable status to the item they are used on.<br />
<br />
==Gallery==<br />
<gallery><br />
file:Strangifier_example.jpg|Example of a Strangifier acquired by completing a Chemistry Set.<br />
file:Using_strangifier.jpg|Example of using the Strangifier on the item it is compatible with.<br />
file:Strange_hat.jpg|Example of Strange cosmetics counting points.<br />
</gallery><br />
<br />
==Trivia==<br />
* The fact that "GRAY SCIENCE KIT" is on the strangifier could be a reference to Gray Mann, as he takes control of Mann Co. in the [[Ring of Fired]] comic.<br />
==Bugs==<br />
* A Strangified cosmetic will count points gained in offline practice. It is unknown as to whether or not this is intentional.<br />
<br />
== See also ==<br />
* [[Chemistry Set]]<br />
* [[Pomson 6000 Strangifier]]<br />
* [[Strange Bacon Grease]]<br />
<br />
{{ToolNav}}</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Romevision&diff=1436032Romevision2013-08-21T18:34:27Z<p>Tylerlinked: </p>
<hr />
<div>[[Image:RomevisionPromo.jpg|300px|right|thumb|Promo Image for Romevision on TF2 website.]]<br />
{{ra}}<br />
{{stub}}<br />
'''Romevision''' is a new [[Mann Vs. Machine]] update that came out with the August 20, 2013 patch. Upon equipping the [[Hardy Laurel]] you will unlock a special Mann Vs. Machine. mode called "Romebot invasion" that features new robots that are styled in a similar way towards the Total War games.</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Tank_Robot&diff=1436031Tank Robot2013-08-21T18:27:55Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{infobox class<br />
| image = Mvm boss tank.png<br />
| health = ''Varies''<br><br />
Lowest: '''10000''' <small><br>[[Mannhunt (mission)|Mannhunt]]: Wave 6D, 6E, and 6F </small><br><br />
Highest: '''60000''' <small><br>[[Caliginous Caper (mission)|Caliginous Caper]]: Sub-wave 8G/[[Broken Parts (mission)|Broken Parts]]: Wave 6D</small><br />
| speed = '''25%'''<br />
}}<br />
{{Quotation|Day 1 of the '''[[Mann vs. Machine update]]'''|We don't know what this thing is, but it's big as hell, looks unstoppable, and it probably runs on human blood. We're just guessing that last part, because it's usually covered in it.}}<br />
<br />
'''Tank Robots''' (referred just as '''Tank''') are large bomb-carrying [[Robots|machines]] that arrive with the robots in [[Mann vs. Machine (game mode)|Mann vs. Machine modes]]. They carry no offensive weapons and thus have no direct way of harming the player. They can take an extreme amount of damage before they are destroyed, far more so than any other robot. The [[Administrator]] announces the entrance, progress, and destruction of each tank.<br />
<br />
After entering the map, tanks slowly travel along a set path to the bomb hatch before deploying their bomb and ending the round. This path is unique to each map and may differ from the path of other robots in the wave, if any. They have their own bomb, independent of the one carried by the other robots, and in waves with tank(s) and bomb-carrying robots, both the tank and the robots must be destroyed to complete the wave.<br />
<br />
Tanks are immune to all effects outside of damage and critical hits; they can only be stopped via destruction. They cannot have their movement interrupted or [[slow]]ed; standing in front of one will simply push the player away for no damage, while players that cannot be pushed away due to walls or props are crushed to death, and [[building]]s in the way are destroyed. They cannot be [[burn]]ed or soaked by [[Jarate]] or [[Mad Milk]], they do not give [[metal]] to [[Widowmaker]]s, they cannot be [[sap]]ped or marked for death, and they have no [[headshot|heads to shoot]] or [[backstab|backs to stab]]. Finally, they resist approximately 75% of [[miniguns|Minigun]] damage, severely reducing a Heavy's damage output against it.<br />
<br />
Tanks have a health meter below the "robots remaining" display on the [[HUD]], and as they are more damaged, they will acquire bullet holes and cracks and lose parts, like the covering on their treads. The final tank of a mission has distinctive white stripes; this does not correlate to any of its properties.<br />
<br />
== Health ==<br />
Each Tank in a wave has a given amount of health based on its intended difficulty and the length of the path it must travel.<br />
<br />
{| class="wikitable grid sortable"<br />
! class="header" style="border:1px solid #333;" | Health<br />
! class="header" style="border:1px solid #333;" | Mission<br />
! class="header" style="border:1px solid #333;" | Wave<br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:10000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 10000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Mannhunt (mission)|Mannhunt]]</small><br />
| style="border:1px solid #333;" | <small>6D, 6E, 6F</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:12000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 12000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Mannslaughter (mission)|Mannslaughter]]</small><br />
| style="border:1px solid #333;" | <small>3B</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:13300/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 13300<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Cave-in (mission)|Cave-in]]</small><br />
| style="border:1px solid #333;" | <small>4</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:14000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 14000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Mean Machines (mission)|Mean Machines]]</small><br />
| style="border:1px solid #333;" | <small>5A</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:15000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 15000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Disintegration (mission)|Disintegration]]</small><br />
| style="border:1px solid #333;" | <small>5</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:16000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 16000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Quarry (mission)|Quarry]]</small><br />
| style="border:1px solid #333;" | <small>6B</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:17500/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 17500<br />
|}<br />
| style="border:1px solid #333;" | <small>Cave-in</small><br />
| style="border:1px solid #333;" | <small>2B</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="3" |<br />
{|<br />
| width="{{#expr:18000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 18000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Machine Massacre (mission)|Machine Massacre]]</small><br />
| style="border:1px solid #333;" | <small>4, 7A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Mech Mutilation (mission)|Mech Mutilation]]</small><br />
| style="border:1px solid #333;" | <small>1C</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Disintegration</small><br />
| style="border:1px solid #333;" | <small>2D</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="12" |<br />
{|<br />
| width="{{#expr:20000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 20000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Doe's Drill (mission)|Doe's Drill]]</small><br />
| style="border:1px solid #333;" | <small>3, 8</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Mann-euvers (mission)|Mann-euvers]]</small><br />
| style="border:1px solid #333;" | <small>2</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Doe's Doom (mission)|Doe's Doom]]</small><br />
| style="border:1px solid #333;" | <small>7</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Mannhunt</small><br />
| style="border:1px solid #333;" | <small>3</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Ctrl+Alt+Destruction (mission)|Ctrl+Alt+Destruction]]</small><br />
| style="border:1px solid #333;" | <small>7B</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[CPU Slaughter (mission)|CPU Slaughter]]</small><br />
| style="border:1px solid #333;" | <small>6C, 6E</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Machine Massacre</small><br />
| style="border:1px solid #333;" | <small>7D</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Mech Mutilation</small><br />
| style="border:1px solid #333;" | <small>3D</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Cataclysm (mission)|Cataclysm]]</small><br />
| style="border:1px solid #333;" | <small>4A, 7A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Mannslaughter</small><br />
| style="border:1px solid #333;" | <small>5C, 5E</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Benign Infiltration (mission)|Benign Infiltration]]</small><br />
| style="border:1px solid #333;" | <small>4A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Disintegration</small><br />
| style="border:1px solid #333;" | <small>4A, 5B</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:21000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 21000<br />
|}<br />
| style="border:1px solid #333;" | <small>Quarry</small><br />
| style="border:1px solid #333;" | <small>1</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:22000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 22000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Desperation (mission)|Desperation]]</small><br />
| style="border:1px solid #333;" | <small>4</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:22500/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 22500<br />
|}<br />
| style="border:1px solid #333;" | <small>Mann-euvers</small><br />
| style="border:1px solid #333;" | <small>7</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:24000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 24000<br />
|}<br />
| style="border:1px solid #333;" | <small>Doe's Doom</small><br />
| style="border:1px solid #333;" | <small>2A</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="6" |<br />
{|<br />
| width="{{#expr:25000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 25000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Day of Wreckening (mission)|Day of Wreckening]]</small><br />
| style="border:1px solid #333;" | <small>2, 6B</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Cave-in</small><br />
| style="border:1px solid #333;" | <small>6B</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Mannhunt</small><br />
| style="border:1px solid #333;" | <small>5C</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Disk Deletion (mission)|Disk Deletion]]</small><br />
| style="border:1px solid #333;" | <small>6, 8A-1, 8A-2</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Data Demolition (mission)|Data Demolition]]</small><br />
| style="border:1px solid #333;" | <small>3D, 4A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Ctrl+Alt+Destruction</small><br />
| style="border:1px solid #333;" | <small>5</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:26000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 26000<br />
|}<br />
| style="border:1px solid #333;" | <small>Mean Machines</small><br />
| style="border:1px solid #333;" | <small>3A</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:28000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 28000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Crash Course (mission)|Crash Course]]</small><br />
| style="border:1px solid #333;" | <small>3</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="6" |<br />
{|<br />
| width="{{#expr:30000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 30000<br />
|}<br />
| style="border:1px solid #333;" | <small>Crash Course</small><br />
| style="border:1px solid #333;" | <small>5</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Data Demolition</small><br />
| style="border:1px solid #333;" | <small>6B, 6D</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Ctrl+Alt+Destruction</small><br />
| style="border:1px solid #333;" | <small>2A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>CPU Slaughter</small><br />
| style="border:1px solid #333;" | <small>6A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Benign Infiltration</small><br />
| style="border:1px solid #333;" | <small>6C</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Broken Parts (mission)|Broken Parts]]</small><br />
| style="border:1px solid #333;" | <small>3D</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:32000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 32000<br />
|}<br />
| style="border:1px solid #333;" | <small>Data Demolition</small><br />
| style="border:1px solid #333;" | <small>6A</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="2" |<br />
{|<br />
| width="{{#expr:33000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 33000<br />
|}<br />
| style="border:1px solid #333;" | <small>Crash Course</small><br />
| style="border:1px solid #333;" | <small>6B</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Broken Parts</small><br />
| style="border:1px solid #333;" | <small>6B</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="8" |<br />
{|<br />
| width="{{#expr:35000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 35000<br />
|}<br />
| style="border:1px solid #333;" | <small>Quarry</small><br />
| style="border:1px solid #333;" | <small>5</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Ctrl+Alt+Destruction</small><br />
| style="border:1px solid #333;" | <small>7D</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Desperation</small><br />
| style="border:1px solid #333;" | <small>7A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>CPU Slaughter</small><br />
| style="border:1px solid #333;" | <small>4</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Cataclysm</small><br />
| style="border:1px solid #333;" | <small>3A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Caliginous Caper (mission)|Caliginous Caper]]</small><br />
| style="border:1px solid #333;" | <small>4</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Bone Shaker (mission)|Bone Shaker]]</small><br />
| style="border:1px solid #333;" | <small>2</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Broken Parts</small><br />
| style="border:1px solid #333;" | <small>6B</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="3" |<br />
{|<br />
| width="{{#expr:40000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 40000<br />
|}<br />
| style="border:1px solid #333;" | <small>Caliginous Caper</small><br />
| style="border:1px solid #333;" | <small>5</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Bone Shaker</small><br />
| style="border:1px solid #333;" | <small>4A, 7</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Broken Parts</small><br />
| style="border:1px solid #333;" | <small>2A</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:42000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 42000<br />
|}<br />
| style="border:1px solid #333;" | <small>Caliginous Caper</small><br />
| style="border:1px solid #333;" | <small>7</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="3" |<br />
{|<br />
| width="{{#expr:45000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 45000<br />
|}<br />
| style="border:1px solid #333;" | <small>Desperation</small><br />
| style="border:1px solid #333;" | <small>7C-2</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Cataclysm</small><br />
| style="border:1px solid #333;" | <small>7F</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Broken Parts</small><br />
| style="border:1px solid #333;" | <small>2A</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:46000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 46000<br />
|}<br />
| style="border:1px solid #333;" | <small>Bone Shaker</small><br />
| style="border:1px solid #333;" | <small>7F</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="2" |<br />
{|<br />
| width="{{#expr:60000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 60000<br />
|}<br />
| style="border:1px solid #333;" | <small>Caliginous Caper</small><br />
| style="border:1px solid #333;" | <small>8G</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Broken Parts</small><br />
| style="border:1px solid #333;" | <small>6D</small><br />
|}<br />
<br />
== Elimination ==<br />
When a tank is the only robot in the wave (excluding support-class robots like Snipers), it should be focused by all players until it is destroyed. [[Kritzkrieg]] Medics and [[Canteen]]s are extremely effective when paired with sustained high-damage classes like Heavies, Pyros, and Soldiers, or when used with Demomen using his Grenade Launchers and Stickybomb Launchers. [[Wrangler|Wrangled]] Sentry Guns also deal massive damage to tanks, but may have to be relocated once the tank passes out of their range or if they're in the tank's path. As well, the hitbox of the tank is very large, making weapons with "bullet spread", such as the [[Frontier Justice]], effective even at medium-long range.<br />
<br />
If a tank arrives with other robots, especially giant robots, consider killing the robots first, as tanks do not deal damage and can usually be dealt with after the regular robots if they have not traveled more than halfway. After arriving at the bomb hatch, the tank will take a while to deploy its bomb, so the team still has time to destroy it.<br />
<br />
== Related achievements ==<br />
=== [[File:Mvm navicon.png|20px|link=Mann vs. Machievements{{if lang}}]] [[Mann vs. Machievements]] ===<br />
{{Achievement table<br />
| 1 = {{Show achievement|mann vs. machievements|Balls-E}}<br />
{{Show achievement|mann vs. machievements|Clockwork Carnage}}<br />
| 2 = {{Show achievement|mann vs. machievements|Clockwork Conqueror}}<br />
}}<br />
<br />
== Update history ==<br />
'''{{Patch name|8|15|2012}}''' ([[Mann vs. Machine (update)|Mann vs. Machine]])<br />
* The Tank was added to the game.<br />
<br />
'''{{Patch name|8|17|2012}}'''<br />
* Fixed a crash related to server plug-ins spawning a Tank before the game is ready.<br />
<br />
'''{{Patch name|9|4|2012}}'''<br />
* Fixed the looping tank sound not playing if it was spawned far from the player.<br />
* Fixed tank destruction effects playing at the map origin.<br />
<br />
'''{{Patch name|12|20|2012}}''' ([[Mecha Update]])<br />
* {{undocumented}} Rage from [[Buff Banner]], [[Concheror]], [[Upgrade Station|upgraded]] [[Weapons#heavyprimary|Minigun]], and Mmmph from [[Phlogistinator]] can now be generated from Tanks.<br />
<br />
==Bugs==<br />
<br />
*If multiple tanks are in a wave, the [[Administrator]] may sometimes state that a tank is halfway through the wave even though it would just have spawned.<br />
<br />
==Gallery==<br />
<gallery perrow=3><br />
Image:MvM Tank Damage 1.png|Lightly damaged<br />
Image:MvM Tank Damage 2.png|Moderately damaged<br />
Image:MvM Tank Damage 3.png|Heavily damaged<br />
Image:MvM Tank Final.png|Final wave skin<br />
File:RomeTankBot.jpg|The Romevision Version of the Tank.<br />
</gallery><br />
<br />
== External links ==<br />
* [http://www.teamfortress.com/mvm/machines/ "Machines" official announcement], with the hint of the Tank Robot.<br />
<br><br />
<br />
{{Robot Nav}}<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Tank_Robot&diff=1436030Tank Robot2013-08-21T18:20:57Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{infobox class<br />
| image = Mvm boss tank.png<br />
| health = ''Varies''<br><br />
Lowest: '''10000''' <small><br>[[Mannhunt (mission)|Mannhunt]]: Wave 6D, 6E, and 6F </small><br><br />
Highest: '''60000''' <small><br>[[Caliginous Caper (mission)|Caliginous Caper]]: Sub-wave 8G/[[Broken Parts (mission)|Broken Parts]]: Wave 6D</small><br />
| speed = '''25%'''<br />
}}<br />
{{Quotation|Day 1 of the '''[[Mann vs. Machine update]]'''|We don't know what this thing is, but it's big as hell, looks unstoppable, and it probably runs on human blood. We're just guessing that last part, because it's usually covered in it.}}<br />
<br />
'''Tank Robots''' (referred just as '''Tank''') are large bomb-carrying [[Robots|machines]] that arrive with the robots in [[Mann vs. Machine (game mode)|Mann vs. Machine modes]]. They carry no offensive weapons and thus have no direct way of harming the player. They can take an extreme amount of damage before they are destroyed, far more so than any other robot. The [[Administrator]] announces the entrance, progress, and destruction of each tank.<br />
<br />
After entering the map, tanks slowly travel along a set path to the bomb hatch before deploying their bomb and ending the round. This path is unique to each map and may differ from the path of other robots in the wave, if any. They have their own bomb, independent of the one carried by the other robots, and in waves with tank(s) and bomb-carrying robots, both the tank and the robots must be destroyed to complete the wave.<br />
<br />
Tanks are immune to all effects outside of damage and critical hits; they can only be stopped via destruction. They cannot have their movement interrupted or [[slow]]ed; standing in front of one will simply push the player away for no damage, while players that cannot be pushed away due to walls or props are crushed to death, and [[building]]s in the way are destroyed. They cannot be [[burn]]ed or soaked by [[Jarate]] or [[Mad Milk]], they do not give [[metal]] to [[Widowmaker]]s, they cannot be [[sap]]ped or marked for death, and they have no [[headshot|heads to shoot]] or [[backstab|backs to stab]]. Finally, they resist approximately 75% of [[miniguns|Minigun]] damage, severely reducing a Heavy's damage output against it.<br />
<br />
Tanks have a health meter below the "robots remaining" display on the [[HUD]], and as they are more damaged, they will acquire bullet holes and cracks and lose parts, like the covering on their treads. The final tank of a mission has distinctive white stripes; this does not correlate to any of its properties.<br />
<br />
== Health ==<br />
Each Tank in a wave has a given amount of health based on its intended difficulty and the length of the path it must travel.<br />
<br />
{| class="wikitable grid sortable"<br />
! class="header" style="border:1px solid #333;" | Health<br />
! class="header" style="border:1px solid #333;" | Mission<br />
! class="header" style="border:1px solid #333;" | Wave<br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:10000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 10000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Mannhunt (mission)|Mannhunt]]</small><br />
| style="border:1px solid #333;" | <small>6D, 6E, 6F</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:12000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 12000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Mannslaughter (mission)|Mannslaughter]]</small><br />
| style="border:1px solid #333;" | <small>3B</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:13300/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 13300<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Cave-in (mission)|Cave-in]]</small><br />
| style="border:1px solid #333;" | <small>4</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:14000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 14000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Mean Machines (mission)|Mean Machines]]</small><br />
| style="border:1px solid #333;" | <small>5A</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:15000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 15000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Disintegration (mission)|Disintegration]]</small><br />
| style="border:1px solid #333;" | <small>5</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:16000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 16000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Quarry (mission)|Quarry]]</small><br />
| style="border:1px solid #333;" | <small>6B</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:17500/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 17500<br />
|}<br />
| style="border:1px solid #333;" | <small>Cave-in</small><br />
| style="border:1px solid #333;" | <small>2B</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="3" |<br />
{|<br />
| width="{{#expr:18000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 18000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Machine Massacre (mission)|Machine Massacre]]</small><br />
| style="border:1px solid #333;" | <small>4, 7A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Mech Mutilation (mission)|Mech Mutilation]]</small><br />
| style="border:1px solid #333;" | <small>1C</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Disintegration</small><br />
| style="border:1px solid #333;" | <small>2D</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="12" |<br />
{|<br />
| width="{{#expr:20000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 20000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Doe's Drill (mission)|Doe's Drill]]</small><br />
| style="border:1px solid #333;" | <small>3, 8</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Mann-euvers (mission)|Mann-euvers]]</small><br />
| style="border:1px solid #333;" | <small>2</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Doe's Doom (mission)|Doe's Doom]]</small><br />
| style="border:1px solid #333;" | <small>7</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Mannhunt</small><br />
| style="border:1px solid #333;" | <small>3</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Ctrl+Alt+Destruction (mission)|Ctrl+Alt+Destruction]]</small><br />
| style="border:1px solid #333;" | <small>7B</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[CPU Slaughter (mission)|CPU Slaughter]]</small><br />
| style="border:1px solid #333;" | <small>6C, 6E</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Machine Massacre</small><br />
| style="border:1px solid #333;" | <small>7D</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Mech Mutilation</small><br />
| style="border:1px solid #333;" | <small>3D</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Cataclysm (mission)|Cataclysm]]</small><br />
| style="border:1px solid #333;" | <small>4A, 7A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Mannslaughter</small><br />
| style="border:1px solid #333;" | <small>5C, 5E</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Benign Infiltration (mission)|Benign Infiltration]]</small><br />
| style="border:1px solid #333;" | <small>4A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Disintegration</small><br />
| style="border:1px solid #333;" | <small>4A, 5B</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:21000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 21000<br />
|}<br />
| style="border:1px solid #333;" | <small>Quarry</small><br />
| style="border:1px solid #333;" | <small>1</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:22000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 22000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Desperation (mission)|Desperation]]</small><br />
| style="border:1px solid #333;" | <small>4</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:22500/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 22500<br />
|}<br />
| style="border:1px solid #333;" | <small>Mann-euvers</small><br />
| style="border:1px solid #333;" | <small>7</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:24000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 24000<br />
|}<br />
| style="border:1px solid #333;" | <small>Doe's Doom</small><br />
| style="border:1px solid #333;" | <small>2A</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="6" |<br />
{|<br />
| width="{{#expr:25000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 25000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Day of Wreckening (mission)|Day of Wreckening]]</small><br />
| style="border:1px solid #333;" | <small>2, 6B</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Cave-in</small><br />
| style="border:1px solid #333;" | <small>6B</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Mannhunt</small><br />
| style="border:1px solid #333;" | <small>5C</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Disk Deletion (mission)|Disk Deletion]]</small><br />
| style="border:1px solid #333;" | <small>6, 8A-1, 8A-2</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Data Demolition (mission)|Data Demolition]]</small><br />
| style="border:1px solid #333;" | <small>3D, 4A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Ctrl+Alt+Destruction</small><br />
| style="border:1px solid #333;" | <small>5</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:26000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 26000<br />
|}<br />
| style="border:1px solid #333;" | <small>Mean Machines</small><br />
| style="border:1px solid #333;" | <small>3A</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:28000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 28000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Crash Course (mission)|Crash Course]]</small><br />
| style="border:1px solid #333;" | <small>3</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="6" |<br />
{|<br />
| width="{{#expr:30000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 30000<br />
|}<br />
| style="border:1px solid #333;" | <small>Crash Course</small><br />
| style="border:1px solid #333;" | <small>5</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Data Demolition</small><br />
| style="border:1px solid #333;" | <small>6B, 6D</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Ctrl+Alt+Destruction</small><br />
| style="border:1px solid #333;" | <small>2A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>CPU Slaughter</small><br />
| style="border:1px solid #333;" | <small>6A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Benign Infiltration</small><br />
| style="border:1px solid #333;" | <small>6C</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Broken Parts (mission)|Broken Parts]]</small><br />
| style="border:1px solid #333;" | <small>3D</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:32000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 32000<br />
|}<br />
| style="border:1px solid #333;" | <small>Data Demolition</small><br />
| style="border:1px solid #333;" | <small>6A</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="2" |<br />
{|<br />
| width="{{#expr:33000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 33000<br />
|}<br />
| style="border:1px solid #333;" | <small>Crash Course</small><br />
| style="border:1px solid #333;" | <small>6B</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Broken Parts</small><br />
| style="border:1px solid #333;" | <small>6B</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="8" |<br />
{|<br />
| width="{{#expr:35000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 35000<br />
|}<br />
| style="border:1px solid #333;" | <small>Quarry</small><br />
| style="border:1px solid #333;" | <small>5</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Ctrl+Alt+Destruction</small><br />
| style="border:1px solid #333;" | <small>7D</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Desperation</small><br />
| style="border:1px solid #333;" | <small>7A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>CPU Slaughter</small><br />
| style="border:1px solid #333;" | <small>4</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Cataclysm</small><br />
| style="border:1px solid #333;" | <small>3A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Caliginous Caper (mission)|Caliginous Caper]]</small><br />
| style="border:1px solid #333;" | <small>4</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Bone Shaker (mission)|Bone Shaker]]</small><br />
| style="border:1px solid #333;" | <small>2</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Broken Parts</small><br />
| style="border:1px solid #333;" | <small>6B</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="3" |<br />
{|<br />
| width="{{#expr:40000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 40000<br />
|}<br />
| style="border:1px solid #333;" | <small>Caliginous Caper</small><br />
| style="border:1px solid #333;" | <small>5</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Bone Shaker</small><br />
| style="border:1px solid #333;" | <small>4A, 7</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Broken Parts</small><br />
| style="border:1px solid #333;" | <small>2A</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:42000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 42000<br />
|}<br />
| style="border:1px solid #333;" | <small>Caliginous Caper</small><br />
| style="border:1px solid #333;" | <small>7</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="3" |<br />
{|<br />
| width="{{#expr:45000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 45000<br />
|}<br />
| style="border:1px solid #333;" | <small>Desperation</small><br />
| style="border:1px solid #333;" | <small>7C-2</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Cataclysm</small><br />
| style="border:1px solid #333;" | <small>7F</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Broken Parts</small><br />
| style="border:1px solid #333;" | <small>2A</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:46000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 46000<br />
|}<br />
| style="border:1px solid #333;" | <small>Bone Shaker</small><br />
| style="border:1px solid #333;" | <small>7F</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="2" |<br />
{|<br />
| width="{{#expr:60000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 60000<br />
|}<br />
| style="border:1px solid #333;" | <small>Caliginous Caper</small><br />
| style="border:1px solid #333;" | <small>8G</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Broken Parts</small><br />
| style="border:1px solid #333;" | <small>6D</small><br />
|}<br />
<br />
== Elimination ==<br />
When a tank is the only robot in the wave (excluding support-class robots like Snipers), it should be focused by all players until it is destroyed. [[Kritzkrieg]] Medics and [[Canteen]]s are extremely effective when paired with sustained high-damage classes like Heavies, Pyros, and Soldiers, or when used with Demomen using his Grenade Launchers and Stickybomb Launchers. [[Wrangler|Wrangled]] Sentry Guns also deal massive damage to tanks, but may have to be relocated once the tank passes out of their range or if they're in the tank's path. As well, the hitbox of the tank is very large, making weapons with "bullet spread", such as the [[Frontier Justice]], effective even at medium-long range.<br />
<br />
If a tank arrives with other robots, especially giant robots, consider killing the robots first, as tanks do not deal damage and can usually be dealt with after the regular robots if they have not traveled more than halfway. After arriving at the bomb hatch, the tank will take a while to deploy its bomb, so the team still has time to destroy it.<br />
<br />
== Related achievements ==<br />
=== [[File:Mvm navicon.png|20px|link=Mann vs. Machievements{{if lang}}]] [[Mann vs. Machievements]] ===<br />
{{Achievement table<br />
| 1 = {{Show achievement|mann vs. machievements|Balls-E}}<br />
{{Show achievement|mann vs. machievements|Clockwork Carnage}}<br />
| 2 = {{Show achievement|mann vs. machievements|Clockwork Conqueror}}<br />
}}<br />
<br />
== Update history ==<br />
'''{{Patch name|8|15|2012}}''' ([[Mann vs. Machine (update)|Mann vs. Machine]])<br />
* The Tank was added to the game.<br />
<br />
'''{{Patch name|8|17|2012}}'''<br />
* Fixed a crash related to server plug-ins spawning a Tank before the game is ready.<br />
<br />
'''{{Patch name|9|4|2012}}'''<br />
* Fixed the looping tank sound not playing if it was spawned far from the player.<br />
* Fixed tank destruction effects playing at the map origin.<br />
<br />
'''{{Patch name|12|20|2012}}''' ([[Mecha Update]])<br />
* {{undocumented}} Rage from [[Buff Banner]], [[Concheror]], [[Upgrade Station|upgraded]] [[Weapons#heavyprimary|Minigun]], and Mmmph from [[Phlogistinator]] can now be generated from Tanks.<br />
<br />
==Bugs==<br />
<br />
*If multiple tanks are in a wave, the [[Administrator]] may sometimes state that a tank is halfway through the wave even though it would just have spawned.<br />
<br />
==Gallery==<br />
<gallery perrow=3><br />
Image:MvM Tank Damage 1.png|Lightly damaged<br />
Image:MvM Tank Damage 2.png|Moderately damaged<br />
Image:MvM Tank Damage 3.png|Heavily damaged<br />
Image:MvM Tank Final.png|Final wave skin<br />
File:RomeTankBot.png|The Romevision Version of the Tank.<br />
</gallery><br />
<br />
== External links ==<br />
* [http://www.teamfortress.com/mvm/machines/ "Machines" official announcement], with the hint of the Tank Robot.<br />
<br><br />
<br />
{{Robot Nav}}<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Tank_Robot&diff=1436029Tank Robot2013-08-21T18:20:22Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{infobox class<br />
| image = Mvm boss tank.png<br />
| health = ''Varies''<br><br />
Lowest: '''10000''' <small><br>[[Mannhunt (mission)|Mannhunt]]: Wave 6D, 6E, and 6F </small><br><br />
Highest: '''60000''' <small><br>[[Caliginous Caper (mission)|Caliginous Caper]]: Sub-wave 8G/[[Broken Parts (mission)|Broken Parts]]: Wave 6D</small><br />
| speed = '''25%'''<br />
}}<br />
{{Quotation|Day 1 of the '''[[Mann vs. Machine update]]'''|We don't know what this thing is, but it's big as hell, looks unstoppable, and it probably runs on human blood. We're just guessing that last part, because it's usually covered in it.}}<br />
<br />
'''Tank Robots''' (referred just as '''Tank''') are large bomb-carrying [[Robots|machines]] that arrive with the robots in [[Mann vs. Machine (game mode)|Mann vs. Machine modes]]. They carry no offensive weapons and thus have no direct way of harming the player. They can take an extreme amount of damage before they are destroyed, far more so than any other robot. The [[Administrator]] announces the entrance, progress, and destruction of each tank.<br />
<br />
After entering the map, tanks slowly travel along a set path to the bomb hatch before deploying their bomb and ending the round. This path is unique to each map and may differ from the path of other robots in the wave, if any. They have their own bomb, independent of the one carried by the other robots, and in waves with tank(s) and bomb-carrying robots, both the tank and the robots must be destroyed to complete the wave.<br />
<br />
Tanks are immune to all effects outside of damage and critical hits; they can only be stopped via destruction. They cannot have their movement interrupted or [[slow]]ed; standing in front of one will simply push the player away for no damage, while players that cannot be pushed away due to walls or props are crushed to death, and [[building]]s in the way are destroyed. They cannot be [[burn]]ed or soaked by [[Jarate]] or [[Mad Milk]], they do not give [[metal]] to [[Widowmaker]]s, they cannot be [[sap]]ped or marked for death, and they have no [[headshot|heads to shoot]] or [[backstab|backs to stab]]. Finally, they resist approximately 75% of [[miniguns|Minigun]] damage, severely reducing a Heavy's damage output against it.<br />
<br />
Tanks have a health meter below the "robots remaining" display on the [[HUD]], and as they are more damaged, they will acquire bullet holes and cracks and lose parts, like the covering on their treads. The final tank of a mission has distinctive white stripes; this does not correlate to any of its properties.<br />
<br />
== Health ==<br />
Each Tank in a wave has a given amount of health based on its intended difficulty and the length of the path it must travel.<br />
<br />
{| class="wikitable grid sortable"<br />
! class="header" style="border:1px solid #333;" | Health<br />
! class="header" style="border:1px solid #333;" | Mission<br />
! class="header" style="border:1px solid #333;" | Wave<br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:10000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 10000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Mannhunt (mission)|Mannhunt]]</small><br />
| style="border:1px solid #333;" | <small>6D, 6E, 6F</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:12000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 12000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Mannslaughter (mission)|Mannslaughter]]</small><br />
| style="border:1px solid #333;" | <small>3B</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:13300/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 13300<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Cave-in (mission)|Cave-in]]</small><br />
| style="border:1px solid #333;" | <small>4</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:14000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 14000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Mean Machines (mission)|Mean Machines]]</small><br />
| style="border:1px solid #333;" | <small>5A</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:15000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 15000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Disintegration (mission)|Disintegration]]</small><br />
| style="border:1px solid #333;" | <small>5</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:16000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 16000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Quarry (mission)|Quarry]]</small><br />
| style="border:1px solid #333;" | <small>6B</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:17500/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 17500<br />
|}<br />
| style="border:1px solid #333;" | <small>Cave-in</small><br />
| style="border:1px solid #333;" | <small>2B</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="3" |<br />
{|<br />
| width="{{#expr:18000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 18000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Machine Massacre (mission)|Machine Massacre]]</small><br />
| style="border:1px solid #333;" | <small>4, 7A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Mech Mutilation (mission)|Mech Mutilation]]</small><br />
| style="border:1px solid #333;" | <small>1C</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Disintegration</small><br />
| style="border:1px solid #333;" | <small>2D</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="12" |<br />
{|<br />
| width="{{#expr:20000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 20000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Doe's Drill (mission)|Doe's Drill]]</small><br />
| style="border:1px solid #333;" | <small>3, 8</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Mann-euvers (mission)|Mann-euvers]]</small><br />
| style="border:1px solid #333;" | <small>2</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Doe's Doom (mission)|Doe's Doom]]</small><br />
| style="border:1px solid #333;" | <small>7</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Mannhunt</small><br />
| style="border:1px solid #333;" | <small>3</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Ctrl+Alt+Destruction (mission)|Ctrl+Alt+Destruction]]</small><br />
| style="border:1px solid #333;" | <small>7B</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[CPU Slaughter (mission)|CPU Slaughter]]</small><br />
| style="border:1px solid #333;" | <small>6C, 6E</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Machine Massacre</small><br />
| style="border:1px solid #333;" | <small>7D</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Mech Mutilation</small><br />
| style="border:1px solid #333;" | <small>3D</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Cataclysm (mission)|Cataclysm]]</small><br />
| style="border:1px solid #333;" | <small>4A, 7A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Mannslaughter</small><br />
| style="border:1px solid #333;" | <small>5C, 5E</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Benign Infiltration (mission)|Benign Infiltration]]</small><br />
| style="border:1px solid #333;" | <small>4A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Disintegration</small><br />
| style="border:1px solid #333;" | <small>4A, 5B</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:21000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 21000<br />
|}<br />
| style="border:1px solid #333;" | <small>Quarry</small><br />
| style="border:1px solid #333;" | <small>1</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:22000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 22000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Desperation (mission)|Desperation]]</small><br />
| style="border:1px solid #333;" | <small>4</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:22500/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 22500<br />
|}<br />
| style="border:1px solid #333;" | <small>Mann-euvers</small><br />
| style="border:1px solid #333;" | <small>7</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:24000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 24000<br />
|}<br />
| style="border:1px solid #333;" | <small>Doe's Doom</small><br />
| style="border:1px solid #333;" | <small>2A</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="6" |<br />
{|<br />
| width="{{#expr:25000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 25000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Day of Wreckening (mission)|Day of Wreckening]]</small><br />
| style="border:1px solid #333;" | <small>2, 6B</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Cave-in</small><br />
| style="border:1px solid #333;" | <small>6B</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Mannhunt</small><br />
| style="border:1px solid #333;" | <small>5C</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Disk Deletion (mission)|Disk Deletion]]</small><br />
| style="border:1px solid #333;" | <small>6, 8A-1, 8A-2</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Data Demolition (mission)|Data Demolition]]</small><br />
| style="border:1px solid #333;" | <small>3D, 4A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Ctrl+Alt+Destruction</small><br />
| style="border:1px solid #333;" | <small>5</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:26000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 26000<br />
|}<br />
| style="border:1px solid #333;" | <small>Mean Machines</small><br />
| style="border:1px solid #333;" | <small>3A</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:28000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 28000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Crash Course (mission)|Crash Course]]</small><br />
| style="border:1px solid #333;" | <small>3</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="6" |<br />
{|<br />
| width="{{#expr:30000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 30000<br />
|}<br />
| style="border:1px solid #333;" | <small>Crash Course</small><br />
| style="border:1px solid #333;" | <small>5</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Data Demolition</small><br />
| style="border:1px solid #333;" | <small>6B, 6D</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Ctrl+Alt+Destruction</small><br />
| style="border:1px solid #333;" | <small>2A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>CPU Slaughter</small><br />
| style="border:1px solid #333;" | <small>6A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Benign Infiltration</small><br />
| style="border:1px solid #333;" | <small>6C</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Broken Parts (mission)|Broken Parts]]</small><br />
| style="border:1px solid #333;" | <small>3D</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:32000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 32000<br />
|}<br />
| style="border:1px solid #333;" | <small>Data Demolition</small><br />
| style="border:1px solid #333;" | <small>6A</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="2" |<br />
{|<br />
| width="{{#expr:33000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 33000<br />
|}<br />
| style="border:1px solid #333;" | <small>Crash Course</small><br />
| style="border:1px solid #333;" | <small>6B</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Broken Parts</small><br />
| style="border:1px solid #333;" | <small>6B</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="8" |<br />
{|<br />
| width="{{#expr:35000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 35000<br />
|}<br />
| style="border:1px solid #333;" | <small>Quarry</small><br />
| style="border:1px solid #333;" | <small>5</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Ctrl+Alt+Destruction</small><br />
| style="border:1px solid #333;" | <small>7D</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Desperation</small><br />
| style="border:1px solid #333;" | <small>7A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>CPU Slaughter</small><br />
| style="border:1px solid #333;" | <small>4</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Cataclysm</small><br />
| style="border:1px solid #333;" | <small>3A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Caliginous Caper (mission)|Caliginous Caper]]</small><br />
| style="border:1px solid #333;" | <small>4</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Bone Shaker (mission)|Bone Shaker]]</small><br />
| style="border:1px solid #333;" | <small>2</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Broken Parts</small><br />
| style="border:1px solid #333;" | <small>6B</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="3" |<br />
{|<br />
| width="{{#expr:40000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 40000<br />
|}<br />
| style="border:1px solid #333;" | <small>Caliginous Caper</small><br />
| style="border:1px solid #333;" | <small>5</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Bone Shaker</small><br />
| style="border:1px solid #333;" | <small>4A, 7</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Broken Parts</small><br />
| style="border:1px solid #333;" | <small>2A</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:42000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 42000<br />
|}<br />
| style="border:1px solid #333;" | <small>Caliginous Caper</small><br />
| style="border:1px solid #333;" | <small>7</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="3" |<br />
{|<br />
| width="{{#expr:45000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 45000<br />
|}<br />
| style="border:1px solid #333;" | <small>Desperation</small><br />
| style="border:1px solid #333;" | <small>7C-2</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Cataclysm</small><br />
| style="border:1px solid #333;" | <small>7F</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Broken Parts</small><br />
| style="border:1px solid #333;" | <small>2A</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:46000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 46000<br />
|}<br />
| style="border:1px solid #333;" | <small>Bone Shaker</small><br />
| style="border:1px solid #333;" | <small>7F</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="2" |<br />
{|<br />
| width="{{#expr:60000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 60000<br />
|}<br />
| style="border:1px solid #333;" | <small>Caliginous Caper</small><br />
| style="border:1px solid #333;" | <small>8G</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Broken Parts</small><br />
| style="border:1px solid #333;" | <small>6D</small><br />
|}<br />
<br />
== Elimination ==<br />
When a tank is the only robot in the wave (excluding support-class robots like Snipers), it should be focused by all players until it is destroyed. [[Kritzkrieg]] Medics and [[Canteen]]s are extremely effective when paired with sustained high-damage classes like Heavies, Pyros, and Soldiers, or when used with Demomen using his Grenade Launchers and Stickybomb Launchers. [[Wrangler|Wrangled]] Sentry Guns also deal massive damage to tanks, but may have to be relocated once the tank passes out of their range or if they're in the tank's path. As well, the hitbox of the tank is very large, making weapons with "bullet spread", such as the [[Frontier Justice]], effective even at medium-long range.<br />
<br />
If a tank arrives with other robots, especially giant robots, consider killing the robots first, as tanks do not deal damage and can usually be dealt with after the regular robots if they have not traveled more than halfway. After arriving at the bomb hatch, the tank will take a while to deploy its bomb, so the team still has time to destroy it.<br />
<br />
== Related achievements ==<br />
=== [[File:Mvm navicon.png|20px|link=Mann vs. Machievements{{if lang}}]] [[Mann vs. Machievements]] ===<br />
{{Achievement table<br />
| 1 = {{Show achievement|mann vs. machievements|Balls-E}}<br />
{{Show achievement|mann vs. machievements|Clockwork Carnage}}<br />
| 2 = {{Show achievement|mann vs. machievements|Clockwork Conqueror}}<br />
}}<br />
<br />
== Update history ==<br />
'''{{Patch name|8|15|2012}}''' ([[Mann vs. Machine (update)|Mann vs. Machine]])<br />
* The Tank was added to the game.<br />
<br />
'''{{Patch name|8|17|2012}}'''<br />
* Fixed a crash related to server plug-ins spawning a Tank before the game is ready.<br />
<br />
'''{{Patch name|9|4|2012}}'''<br />
* Fixed the looping tank sound not playing if it was spawned far from the player.<br />
* Fixed tank destruction effects playing at the map origin.<br />
<br />
'''{{Patch name|12|20|2012}}''' ([[Mecha Update]])<br />
* {{undocumented}} Rage from [[Buff Banner]], [[Concheror]], [[Upgrade Station|upgraded]] [[Weapons#heavyprimary|Minigun]], and Mmmph from [[Phlogistinator]] can now be generated from Tanks.<br />
<br />
==Bugs==<br />
<br />
*If multiple tanks are in a wave, the [[Administrator]] may sometimes state that a tank is halfway through the wave even though it would just have spawned.<br />
<br />
==Gallery==<br />
<gallery perrow=3><br />
Image:MvM Tank Damage 1.png|Lightly damaged<br />
Image:MvM Tank Damage 2.png|Moderately damaged<br />
Image:MvM Tank Damage 3.png|Heavily damaged<br />
Image:MvM Tank Final.png|Final wave skin<br />
Image:RomeTankBot.png|The Romevision Version of the Tank.<br />
</gallery><br />
<br />
== External links ==<br />
* [http://www.teamfortress.com/mvm/machines/ "Machines" official announcement], with the hint of the Tank Robot.<br />
<br><br />
<br />
{{Robot Nav}}<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Spy_Robot&diff=1436028Spy Robot2013-08-21T18:18:35Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{infobox class<br />
|image=Spyware_blu.png<br />
|health='''{{Metrics/Health|C=spy}}'''<br />
|speed='''100%'''<br />
}}<br />
<br />
{{Quotation|'''The Spy-bot'''|I'm coming for you!|sound=Spy_mvm_taunts10.mp3}}<br />
<br />
'''[[Spy]] [[Robots]]''' appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies.<br />
<br />
== Normal variants ==<br />
<br />
=== Spy ===<br />
<br />
{{Robot loadout|icon=spy|name=Spy|primary=Revolver|secondary=Sapper|melee=Knife}}<br />
<br />
Spy robots behave much like a human Spy would, sapping [[Engineer]] [[buildings]], backstabbing players, [[Invis Watch|cloaking]], [[Disguise Kit|disguising]], and using their [[Knife]] in close quarters. Unlike other robots, the Spy bots spawn where the players aren't looking in close proximity to the players, as opposed to on the map's normal spawn points. Spy bots are almost always used as support, never attempting to pick up the bomb. In a few missions, though, they appear as a normal part of the wave, and ''will'' go for the bomb if necessary, defending themselves with their [[Revolver]]s if intercepted by players.<br />
<br />
When a Spy robot spawns, it will already be cloaked and disguised, though it will never attempt to disguise as a class the RED team does not possess. When disguised, Spies will not attack unless they're closing in on a target or the players attack first. When fleeing, Spy robots will Cloak, move a distance away, then redisguise. However, if they're very close to the player when recognized as an enemy, Spy bots will strafe within stabbing reach around the player until they get a backstab in. Exposed Spy bots almost always use their Knives - they will only use their Revolver if they are caught sapping a building or if they are going for the bomb.<br />
<br />
Notably, Spy bots are distinguishable from regular players due to their voices. Even while disguised, they will taunt nearby players in the voice of a Spy, revealing their location to anyone paying attention. They also chuckle loudly upon redisguising, which can be heard throughout the entire map. Spy bots can also be revealed by players of the same class - human Spies cause all cloaked Spy bots in a large radius to become partially visible, as if they were taking damage.<br />
<br />
A notification is always shown when a Spy enters the map, and its entrance is announced by the [[Administrator]]. Killing a Spy robot results a notification by the Administrator of how many Spy robots are left on the field, unless there are more than five remaining.<br />
<br />
== Bugs ==<br />
* Spy robots use human voice lines when taunting nearby players.<br />
<br />
* Spy robots while disguised use robot voices instead of human voices.<br />
<br />
== Trivia ==<br />
* If a disguised Spy-bot is viewed as a spectator, it will simply appear as a RED Spy-bot. While this may be a bug, the Spy's robot counterpart lacks the masked sub-models the original has, so it is possible that it is intentional.<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Spyware_red.png|The RED texture<br />
File:RomeSpyBot.png|The Romevision Version o the Spy<br />
</gallery><br />
<br />
{{Robot Nav}}<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Spy_Robot&diff=1436027Spy Robot2013-08-21T18:17:53Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{infobox class<br />
|image=Spyware_blu.png<br />
|health='''{{Metrics/Health|C=spy}}'''<br />
|speed='''100%'''<br />
}}<br />
<br />
{{Quotation|'''The Spy-bot'''|I'm coming for you!|sound=Spy_mvm_taunts10.mp3}}<br />
<br />
'''[[Spy]] [[Robots]]''' appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies.<br />
<br />
== Normal variants ==<br />
<br />
=== Spy ===<br />
<br />
{{Robot loadout|icon=spy|name=Spy|primary=Revolver|secondary=Sapper|melee=Knife}}<br />
<br />
Spy robots behave much like a human Spy would, sapping [[Engineer]] [[buildings]], backstabbing players, [[Invis Watch|cloaking]], [[Disguise Kit|disguising]], and using their [[Knife]] in close quarters. Unlike other robots, the Spy bots spawn where the players aren't looking in close proximity to the players, as opposed to on the map's normal spawn points. Spy bots are almost always used as support, never attempting to pick up the bomb. In a few missions, though, they appear as a normal part of the wave, and ''will'' go for the bomb if necessary, defending themselves with their [[Revolver]]s if intercepted by players.<br />
<br />
When a Spy robot spawns, it will already be cloaked and disguised, though it will never attempt to disguise as a class the RED team does not possess. When disguised, Spies will not attack unless they're closing in on a target or the players attack first. When fleeing, Spy robots will Cloak, move a distance away, then redisguise. However, if they're very close to the player when recognized as an enemy, Spy bots will strafe within stabbing reach around the player until they get a backstab in. Exposed Spy bots almost always use their Knives - they will only use their Revolver if they are caught sapping a building or if they are going for the bomb.<br />
<br />
Notably, Spy bots are distinguishable from regular players due to their voices. Even while disguised, they will taunt nearby players in the voice of a Spy, revealing their location to anyone paying attention. They also chuckle loudly upon redisguising, which can be heard throughout the entire map. Spy bots can also be revealed by players of the same class - human Spies cause all cloaked Spy bots in a large radius to become partially visible, as if they were taking damage.<br />
<br />
A notification is always shown when a Spy enters the map, and its entrance is announced by the [[Administrator]]. Killing a Spy robot results a notification by the Administrator of how many Spy robots are left on the field, unless there are more than five remaining.<br />
<br />
== Bugs ==<br />
* Spy robots use human voice lines when taunting nearby players.<br />
<br />
* Spy robots while disguised use robot voices instead of human voices.<br />
<br />
== Trivia ==<br />
* If a disguised Spy-bot is viewed as a spectator, it will simply appear as a RED Spy-bot. While this may be a bug, the Spy's robot counterpart lacks the masked sub-models the original has, so it is possible that it is intentional.<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Spyware_red.png|The RED texture<br />
File:RomeSpyBot.png|The Romevision Version o the Sp<br />
</gallery><br />
<br />
{{Robot Nav}}<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Sniper_Robot&diff=1436026Sniper Robot2013-08-21T18:16:09Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{infobox class<br />
|image=Sniperbot_blu.png<br />
|health='''{{Metrics/Health|C=sniper}}'''<br />
|speed='''100%'''<br />
}}<br />
<br />
{{Quotation|'''The Sniper-bot'''|Everything above your neck is going to be a fine red mist!|sound=Sniper_mvm_taunts22.mp3}}<br />
<br />
'''[[Sniper]] [[Robots]]''' appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies. They are mechanical versions of the Sniper, built by [[ Gray Mann|Gray Mann]].<br />
<br />
== Normal variants ==<br />
=== Sniper ===<br />
{{Robot loadout|icon=sniper|name=Sniper|primary=Sniper Rifle|melee=Kukri}}<br />
Regular Sniper robots appear in small numbers and behave like human Snipers, offering support to their teammates from afar. A notification appears when Snipers spawn, and players may yell "Sniper!" to alert their team to the robot's presence.<br />
<br />
Sniper robots never carry the bomb, preferring to use their [[Sniper Rifle]]s to hit players from afar. Their rifles emit lasers indicating where they are aiming and giving away their position. Snipers may relocate to avoid grenades and rockets but will rarely do so to get a view of their enemy, so players occupied with other robots like [[Tank Robot|Tanks]] are advised to stay out of the Sniper's sights. If players get close to a Sniper robot, it will attack the player with its [[Kukri]]. Backing away from the robot will result in it using its Sniper Rifle to kill the player.<br />
<br />
Their aim is deadly accurate, so they will always hit a player in sight and not taking rapid evasive action, such as strafing quickly back and forth or moving quickly left after moving right for a short time. However, they can't deal [[headshot]] damage and will usually not wait to charge their rifle, giving players a chance to ambush the robot.<br />
<br />
=== Bowman ===<br />
{{Robot loadout|icon=sniper bow|name=Bowman|primary=Huntsman|attribs={{nerf|-50% damage penalty}}}}<br />
The '''Bowman''' is a special robot. It will attempt to pick up the bomb unlike the other Snipers and acts like other robots, going in closeup combat. It is equipped with the [[Huntsman]], allowing it to fight more easily up close, but not from a distance and not give its position away with the targeting laser. Bowmen will never use any other weapons, preferring to still use arrows at point blank range. Being special robots, they appear far less frequently than the regular Snipers. Some waves of Snipers also spawn with several allied Pyros; the Pyros can light their arrows on fire and allow them to deal additional damage.<br />
<br />
=== Sydney Sniper ===<br />
{{Robot loadout|icon=sniper sydneysleeper|name=Sydney Sniper|primary=Sydney Sleeper|melee=Kukri}}The '''Sydney Sniper''' fires shots that covers the enemy in [[Jarate]], turning all damage taken into mini-crits. These robots are also equipped with a [[Kukri]] and ocasionally [[Razorback]] and will use them as normal Sniper robots will. Being special robots, they appear far less frequently than the regular Snipers.<br />
<br />
=== Razorback Sniper ===<br />
{{Robot loadout|icon=sniper|name=Razorback Sniper|primary=Sniper Rifle|secondary=Razorback|melee=Kukri}}<br />
The '''Razorback Sniper''' is a variant of the Sniper Robot that appears less frequently than traditional Sniper robots. These variants wear a [[Razorback]] for protection against backstabs.<br />
<br />
== Unused content ==<br />
*A disabled template exists for a "[[Jarate]] Master" robot, with a fast-recharging Jarate as its main weapon. The file's comments indicate it was cut due to lacking a robot Jarate-throw animation.<br />
<br />
== Bugs ==<br />
* The blue lasers often glitch, being visible through solid objects and walls, even after the Sniper Robot has been killed.<br />
<br />
== Gallery==<br />
<gallery><br />
File:Sniperbot_red.png| An unused RED texture<br />
File:Leaderboard_class_sniper_jarate.png|Unused "Jarate Master" icon<br />
File:Blue_Sniperbot_Bowman.png|Bowman Sniper<br />
File:Razorback_Sniper.png|Razorback Sniper<br />
File:Sydney_Sniper.png|Sydney Sniper<br />
File:RomeSniperBot.png|Romevision Version of the Sniper.<br />
</gallery><br />
<br />
{{Robot Nav}}<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Sniper_Robot&diff=1436025Sniper Robot2013-08-21T18:15:17Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{infobox class<br />
|image=Sniperbot_blu.png<br />
|health='''{{Metrics/Health|C=sniper}}'''<br />
|speed='''100%'''<br />
}}<br />
<br />
{{Quotation|'''The Sniper-bot'''|Everything above your neck is going to be a fine red mist!|sound=Sniper_mvm_taunts22.mp3}}<br />
<br />
'''[[Sniper]] [[Robots]]''' appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies. They are mechanical versions of the Sniper, built by [[ Gray Mann|Gray Mann]].<br />
<br />
== Normal variants ==<br />
=== Sniper ===<br />
{{Robot loadout|icon=sniper|name=Sniper|primary=Sniper Rifle|melee=Kukri}}<br />
Regular Sniper robots appear in small numbers and behave like human Snipers, offering support to their teammates from afar. A notification appears when Snipers spawn, and players may yell "Sniper!" to alert their team to the robot's presence.<br />
<br />
Sniper robots never carry the bomb, preferring to use their [[Sniper Rifle]]s to hit players from afar. Their rifles emit lasers indicating where they are aiming and giving away their position. Snipers may relocate to avoid grenades and rockets but will rarely do so to get a view of their enemy, so players occupied with other robots like [[Tank Robot|Tanks]] are advised to stay out of the Sniper's sights. If players get close to a Sniper robot, it will attack the player with its [[Kukri]]. Backing away from the robot will result in it using its Sniper Rifle to kill the player.<br />
<br />
Their aim is deadly accurate, so they will always hit a player in sight and not taking rapid evasive action, such as strafing quickly back and forth or moving quickly left after moving right for a short time. However, they can't deal [[headshot]] damage and will usually not wait to charge their rifle, giving players a chance to ambush the robot.<br />
<br />
=== Bowman ===<br />
{{Robot loadout|icon=sniper bow|name=Bowman|primary=Huntsman|attribs={{nerf|-50% damage penalty}}}}<br />
The '''Bowman''' is a special robot. It will attempt to pick up the bomb unlike the other Snipers and acts like other robots, going in closeup combat. It is equipped with the [[Huntsman]], allowing it to fight more easily up close, but not from a distance and not give its position away with the targeting laser. Bowmen will never use any other weapons, preferring to still use arrows at point blank range. Being special robots, they appear far less frequently than the regular Snipers. Some waves of Snipers also spawn with several allied Pyros; the Pyros can light their arrows on fire and allow them to deal additional damage.<br />
<br />
=== Sydney Sniper ===<br />
{{Robot loadout|icon=sniper sydneysleeper|name=Sydney Sniper|primary=Sydney Sleeper|melee=Kukri}}The '''Sydney Sniper''' fires shots that covers the enemy in [[Jarate]], turning all damage taken into mini-crits. These robots are also equipped with a [[Kukri]] and ocasionally [[Razorback]] and will use them as normal Sniper robots will. Being special robots, they appear far less frequently than the regular Snipers.<br />
<br />
=== Razorback Sniper ===<br />
{{Robot loadout|icon=sniper|name=Razorback Sniper|primary=Sniper Rifle|secondary=Razorback|melee=Kukri}}<br />
The '''Razorback Sniper''' is a variant of the Sniper Robot that appears less frequently than traditional Sniper robots. These variants wear a [[Razorback]] for protection against backstabs.<br />
<br />
== Unused content ==<br />
*A disabled template exists for a "[[Jarate]] Master" robot, with a fast-recharging Jarate as its main weapon. The file's comments indicate it was cut due to lacking a robot Jarate-throw animation.<br />
<br />
== Bugs ==<br />
* The blue lasers often glitch, being visible through solid objects and walls, even after the Sniper Robot has been killed.<br />
<br />
== Gallery==<br />
<gallery><br />
File:Sniperbot_red.png| An unused RED texture<br />
File:Leaderboard_class_sniper_jarate.png|Unused "Jarate Master" icon<br />
File:Blue_Sniperbot_Bowman.png|Bowman Sniper<br />
File:Razorback_Sniper.png|Razorback Sniper<br />
File:Sydney_Sniper.png|Sydney Sniper<br />
File:RomeSniperBot.png Helmet.png Romevision Version of the Sniper.<br />
</gallery><br />
<br />
{{Robot Nav}}<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Medic_Robot&diff=1436023Medic Robot2013-08-21T18:12:13Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{infobox class<br />
| image = Medicbot_blu.png<br />
| health = '''150''' <small>(Über Medic, Quick-Fix Medic)</small><br>'''4500''' <small>(Giant Medic)</small><br />
| speed = '''106.67%''' <small>(Über Medic, Quick-Fix Medic)</small><br>'''53.335%''' <small>(Giant Medic)</small><br />
}}<br />
{{Quotation|'''The Medic-bot'''|The healing is not as rewarding as the hurting.|sound=Medic_mvm_specialcompleted02.mp3}}<br />
<br />
'''[[Medic]] [[Robots]]''' appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies. When spawned, their secondary weapon will always be trained on another robot, usually a giant, and will only heal that robot until it is destroyed, whereupon it will find another robot to heal.<br />
<br />
== Normal Variants ==<br />
<br />
=== Über Medic ===<br />
{{Robot loadout|icon=medic uber|name=Über Medic<br>(Type 1)|primary=Syringe Gun|secondary=Medi Gun|melee=Bonesaw|attribs={{buff|Spawns with full ÜberCharge}}{{buff|+100% faster ÜberCharge rate}}{{buff|+400% faster heal rate}}{{info|Übercharge lasts 8 seconds (normal)<!--Here for comparison to above-->}}}}<br />
{{Robot loadout|icon=medic uber|name=Über Medic<br>(Type 2)|primary=Syringe Gun|secondary=Medi Gun|melee=Bonesaw|attribs={{buff|Spawns with full ÜberCharge}}{{buff|+400% faster ÜberCharge rate}}{{nerf|-90% slower heal rate}}{{nerf|ÜberCharge lasts 5 seconds (3 seconds shorter)}}}}<br />
These Medics don't appear often as other robots, but when they do, they usually accompany [[Robots#Giant Robots|Giant Robots]], sometimes even as many as three Medics on one Giant. Über Medics are equipped with a [[Syringe Gun]], [[Medi Gun]], and [[Bonesaw]]. They spawn with full [[ÜberCharge]] and will deploy their charges on whatever robot they are healing as soon as the Medic or patient takes significant damage, althought it is both possible and often desirable to inflict enough damage in a single attack to kill the Medic without giving them a chance to deploy their Übercharge. There are two kinds of this robot: one has a very fast heal rate, and the other has a much faster charge rate, but a slower heal rate and an ÜberCharge that lasts three seconds shorter. When Medic robots are separated from their heal target or cornered by a player, they will fight with their Syringe Guns and look for their patient.<br />
<br />
=== Quick-Fix Medic ===<br />
{{Robot loadout|icon=medic|name=Quick-Fix Medic<br>(type 1)|primary=Syringe Gun|secondary=Quick-Fix|melee=Bonesaw|attribs={{buff|+900% faster heal rate}}{{nerf|-90% slower ÜberCharge rate}}}}<br />
{{Robot loadout|icon=medic|name=Quick-Fix Medic<br>(type 2)|secondary=Quick-Fix}}<br />
[[Quick-Fix]] Medics heal teammates much faster than Über Medics but have a very slow ÜberCharge rate, and are also equipped with a [[Syringe Gun]] and [[Bonesaw]]. They tend to appear in larger numbers than Über Medics. A variant of the Quick-Fix Medic only has the Quick-Fix's standard heal rate but a normal ÜberCharge rate as well, and only has a Quick-Fix.<br />
<br />
== Giant Variants ==<br />
<br />
=== Giant Medic ===<br />
{{Robot loadout|icon=medic|giant=y|name=Giant Medic|secondary=Quick-Fix|attribs={{buff|4500 HP}}{{buff|Spawns with full charge}}{{buff|+40% knockback resistance}}{{buff|+19900% faster heal rate}}{{nerf|-50% move speed}}}}<br />
The Giant Medic heals its patient (almost always a [[Robots#Giant Robots|Giant Robot]]) at 200 times the heal rate of the standard [[Quick-Fix]], fast enough to instantly outheal any kind of damage the players can inflict. It spawns with a full Übercharge meter, and has a considerable amount of health, second only to Giant Heavies, "boss" giants, and Tanks. When the Giant Medic is heavily damaged, it may deploy its Ubercharge, completely refilling its health and essentially becoming indestructible until the charge is finished.<br />
<br />
== Related achievements ==<br />
<br />
=== [[File:Mvm navicon.png|20px|link=Mann vs. Machievements{{if lang}}]] [[Mann vs. Machievements]] ===<br />
{{Achievement table<br />
| 1 = {{Show achievement|mann vs. machievements|Negative Charge}}<br />
}}<br />
<br />
== Update history ==<br />
'''{{Patch name|3|19|2013}}'''<br />
* Fixed the uber Medics in Wave 4 of the [[Broken Parts (mission)|Broken Parts]] mission charging at the incorrect rate.<br />
<br />
== Trivia ==<br />
* The wheel lacks a set of hitboxes, but instead uses the ones from the original Medic's legs despite them being off with the animations.<br />
<br />
== Gallery==<br />
<gallery><br />
File:BLU Giant Medic Helmet.png|Giant [[Warsworn Helmet]] Medic.<br />
File:Medicbot_red.png| An unused RED texture<br />
File:RomeMedicBot.png|The Romevision Version of the Medic.<br />
</gallery><br />
<br />
{{Robot Nav}}<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Engineer_Robot&diff=1436022Engineer Robot2013-08-21T18:08:29Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{infobox class<br />
| image = BLU Robot Engineer PDA 2.png|300px<br />
| health = '''500''' <small>(Engineer)</small> <br> '''275''' <small>(Type 2, Type 3)</small><br />
| speed = '''{{Math/Relative speed|{{Metrics/Speed|C=engineer}}}}%'''<br />
}}<br />
{{Quotation|'''Mecha-Engineer''' publicity blurb|These Grinch-like Smissmas cakewalk destroyers can skip huge areas of the path with their teleporting ability, and also teleport other robots forward instantly with their "telling other robots about the teleporter" ability.}}<br />
<br />
'''[[Engineer]] [[Robots]]''', also referred to as '''Mecha Engineers''', appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies, being the only robot class to be added separately from the original [[Mann vs. Machine Update]]. They were originally announced on December 19th, 2012 as part of the [[Mecha Update]].<br />
<br />
==Normal Variants==<br />
=== Engineer ===<br />
{{Robot loadout|icon=engineer|name=Engineer|primary=Shotgun|secondary=Pistol|melee=Wrench|attribs=<br />
{{buff|500 HP}}{{buff|Spawns by teleporting onto a sentry nest location}}{{buff|Builds a teleporter exit that acts as a forward spawn point}}}}<br />
<br />
{{Robot loadout|icon=engineer|name=Engineer<br>(Type 2)|primary=Shotgun|secondary=Pistol|melee=Wrench|attribs={{buff|275 HP}}{{info|Spawns normally}}<br>{{buff|Builds a teleporter exit that acts as a forward spawn point}}}}<br />
<br />
{{Robot loadout|icon=engineer|name=Engineer<br>(Type 3)|primary=Shotgun|secondary=Pistol|melee=Wrench|attribs={{buff|275 HP}}{{info|Spawns normally}}<br>{{info|Cannot build teleporters}}}}<br />
<br />
The Engineer robot is a support unit, its arrival and destruction being announced by the [[Administrator]], as well as by a large beam of light that appears where it spawns. It has 500 health, four times that of the standard human Engineer. Its main role is to build teleporter exits so the robots can spawn closer to the bomb. The Engineer spawns by teleporting onto a suitable sentry nest location near the bomb (if the bomb has not moved up far enough, the Engineer will not spawn), and immediately builds a [[teleporter]] exit and a [[Sentry Gun]]. The Sentry Gun instantly upgrades itself to Level 3 upon completion, while the Teleporter, a Level 1 with doubled health, acts as a forward spawn point for entire groups of robots, giving them 5 seconds of invulnerability once they appear.<br />
<br />
In some missions, the Engineer spawns normally, instead of instantly appearing at a build spot. These Engineers have less health, and are not announced by the Administrator. Unlike standard Engineers, they ''can'' spawn regardless of how far up the bomb has moved - if it is far back, they will randomly choose any build location on the map. These Engineers can also drop money when destroyed. Two different subtypes of these Engineers exist - one constructs both a Sentry Gun and a Teleporter, the same as a standard Engineer, while the second only constructs a Sentry Gun. The two subtypes are otherwise identical.<br />
<br />
As the bomb moves forward, the Engineer will attempt to move up with it, setting up new bases closer to the objective. Just as other robots have infinite ammo, Engineer robots never run out of metal &ndash; as soon as its building is destroyed, it will construct another. As neither it nor its allies require ammo, it will never attempt to build [[Dispenser]]s. Upon destruction, including the end of a wave, the building fragments will provide [[ammo]] for the players as a human Engineer's buildings would. If the Engineer is separated from its buildings, or is simply moving to a new build spot, it will completely disregard enemy players instead of trying to defend itself with its Shotgun or Wrench.<br />
<br />
As a support robot, Engineers are not programmed to move towards the bomb by default, only becoming the carrier in rare, mainly accidental circumstances; if it does become the carrier, the Engineer will only attempt attacking with the [[Wrench]] if players are within range &ndash; and even then, it will not actually move to the bomb hatch, instead going back to maintaining its buildings.<br />
<br />
When an Engineer's teleporter is active, an icon appears on the HUD, and it can easily be found with the blue pillar of light that appears above the Engineer's sentry nest. The Administrator will announce if an Engineer is destroyed but still has an active teleporter on the field.<br />
<br />
== Update history ==<br />
'''{{Patch name|1|16|2013}}'''<br />
* {{undocumented}} Updated materials and model for the Engineer Robot.<br />
<br />
'''{{Patch name|3|27|2013}}'''<br />
* Fixed Engineer bots in Mann Vs. Machine building disposable Sentry Guns that upgrade into tiny, red, level 3 Sentry Guns.<br />
<br />
== Bugs ==<br />
<!-- Unless Valve added the Gunslinger Engineer Robot, the bug that Engineer hold Gunslinger build lv3 Mini-Sentry should NEVER happen.--><br />
* If the robots win the round, the Engineer Robot will use its Shotgun to try to attack the Defenders, but it will do no damage.<br />
* The Engineer robot uses human voice lines upon being killed.<br />
* If an Engineer robot's teleporter is destroyed by a [[Red-Tape Recorder]], the teleporter icon will remain on the HUD.<br />
* Engineers will not try to remove Sappers from their Teleporter if it is still doing its construction animation. This also means that they will ''never'' try to save their teleporter from Red-Tape Recorders.<br />
* If a stock Sapper is placed on a robot teleporter, it will still have the animation, particle effects, pillar of light and sound as if it was still active, even though it is actually disabled. (If a Red-Tape Recorder is used instead, only the particle effect still appears.)<br />
* The Engineer's entire head is [[Self-illumination|self-illuminated]], as opposed to just the eyes as seen on other robots.<br />
* If an Engineer teleports into the map while a robot teleporter is active, it will briefly spawn on the teleporter first before appearing at its desired build location. This plays the teleporter sound and gives the Engineer 5 seconds of invulnerability.<br />
<br />
== Trivia ==<br />
* None of the Engineer's voice lines in the vo/taunts directory have robot versions, even though it tries to use them after spawning on a robot teleporter.<br />
* The Engineer Robot has a metal plate on its back that reads "Engineer" (エンジニア, ''Enjinia'') in Japanese.<br />
* The Engineer Robot carries a device similar to the Engineer's Build Tool in its front pocket, but with the "2" key missing.<br />
<br />
== Gallery ==<br />
<gallery><br />
File:RED Robot Engineer Toolbox.png| An unused RED texture<br />
File:RomeEngiBot.png|The Romevision Version of the Engineer.<br />
</gallery><br />
<br />
{{MechaUpdateNav}}<br />
{{Robot Nav}}</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Heavy_Robot&diff=1435968Heavy Robot2013-08-21T16:07:54Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Heavy Mittens image. Also, Deflector Heavy and Giant Deflector Heavy are wearing the wrong colour U-Clank-a, plus Captain Punch is using the wrong idle stance (Should be the Heavy boss model melee idle stance). In Addition, The Romevision version of this robot is needed.}}<br />
{{infobox class<br />
|image=Heavybot_blu.png<br />
|health='''{{Metrics/Health|C=heavy}}''' <small> (Heavy, Heavyweight Champ)</small> <br>'''60''' <small>(Heavy Mittens)</small> <br>'''900''' <small>(Steel Gauntlet)</small> <br>'''5000''' <small>(Giant Heavy, Giant Deflector Heavy, Giant Heater Heavy)</small><br />
|speed='''{{Math/Relative speed|{{Metrics/Speed|C=heavy}}}}%''' <small>(Heavy, Heavyweight Champ (KGB))</small> <br>'''99.67%''' <small>(Heavyweight Champ (GRU))</small> <br>'''100.1%''' <small>(Heavy Mittens)</small> <br>'''38.5%''' <small>(Giant Heavy, Giant Deflector Heavy, Giant Heater Heavy)</small><br />
}}<br />
{{Quotation|'''The Heavy-bot'''|My fists! They are made of ''STEEL''!|sound=Heavy_mvm_specialweapon01.mp3}}<br />
<br />
'''[[Heavy]] [[Robots]]''' appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies.<br />
== Normal Variants ==<br />
<br />
=== Heavy ===<br />
{{Robot loadout|icon=heavy|name=Heavyweapons|primary=Minigun}}<br />
<br />
Your Standard Production Heavybot, manufactured by [[Gray Mann]]. These robots are similar to the normal Heavy: big, tough, and pack a punch. The regular Heavy wields a [[Minigun]], ripping anyone who dares to come too close to shreds. The Heavy robot often comes in small to medium sized waves, often accompanying other robots as support. They appear to have a delayed sense of enemy tracking, meaning that they will find it hard to hit a player dodging at close range.<br />
<br />
=== Heavyweight Champ ===<br />
{{Robot loadout|icon=heavy champ|name=Heavyweight Champ<br>(Type 1)|melee=Killing Gloves of Boxing|hat=Pugilist's Protector}}<br />
{{Robot loadout|icon=heavy gru|name=Heavyweight Champ<br>(Type 2)|melee=Gloves of Running Urgently}}<br />
The Heavyweight Champ is a pure melee variant of the Heavy robot, wearing the [[Pugilist's Protector]]. Although restricted to melee range, these robots often come in gigantic numbers. The Heavyweight Champ comes in two different types. The first type will wield the [[Killing Gloves of Boxing]]. These types are aggressive and, if not carrying the bomb, will seek out nearby players to punch and kill, gaining a [[crit-boost]] from their K.G.B. upon killing a player. The second variant wields the [[Gloves of Running Urgently]], allowing them to move faster but receive [[Mini-Crits]]; these robots will often ignore players entirely and make a beeline for the bomb instead.<br />
<br />
=== Steel Gauntlet ===<br />
{{Robot loadout|icon=heavy steelfist|name=Steel Gauntlet|melee=Fists of Steel|attribs={{info|50% larger in size}}<br>{{buff|900 HP}}}}<br />
The Steel Gauntlet is similar to the Heavyweight Champ in the fact that it is a pure melee variant; however, the Steel Gauntlet can take an incredible amount of damage from ranged weapons due to its [[Fists of Steel]] and increased HP. They often appear in large waves and are sometimes assisted by other types of robots. The Steel Gauntlet often does not pose a threat to the players directly but instead by being a potent and resilient bomb carrier. Using melee weapons can make short work of Steel Gauntlets as they take double damage from melee sources, though the player will have to be very careful not to let the robots mob them.<br />
<br />
=== Heavy Mittens ===<br />
{{Robot loadout|icon=heavy mittens|name=Heavy Mittens|melee=Holiday Punch|attribs={{buff|100% crit chance}}{{buff|+30% faster move speed}}{{nerf|60 HP}}}}<br />
The Heavy Mittens is another pure melee variant which possess increased speed and wields a permanent crit-boosted [[Holiday Punch]]. Spawning in small groups, they are unable to deal any damage, however any hit from them will force players to stand still and [[Schadenfreude|laugh]], making them easier targets for other robots. They have been known to "Mob" players by ganging up on them, or to hang around a single laughing player and stun lock him. As such, it is advised to get rid of them before they get in melee range. Having only 20% of a typical Heavy robot's HP, they are fairly easy to destroy.<br />
<br />
=== Deflector Heavy ===<br />
{{Robot loadout|icon=heavy deflector|name=Deflector Heavy|primary=Deflector|hat=U-clank-a|attribs={{buff|Can shoot down projectiles}}}}<br />
The Deflector Heavy functions similarly to the regular Heavy robot, with the added benefit of being able to shoot down incoming [[projectiles]] that are in flight. It is discernible from the regular Heavy robot by its [[U-clank-a]] and green tracer firing effect rather than the usual yellow/orange.<br />
<br />
== Giant Variants ==<br />
<br />
=== Giant Heavy ===<br />
{{Robot loadout|icon=heavy|giant=y|name=Giant Heavy|primary=Minigun|attribs={{buff|5000 HP}}{{buff|+70% knockback resistance}}{{buff|+50% damage bonus}}{{nerf|-50% move speed}}{{nerf|Cannot see past 1200 units}}}}<br />
The giant Heavy is a giant version of the regular Heavy. It wields an overclocked [[Minigun]] that can do 50% more damage. The Giant Heavy acts largely the same as the regular Heavy robot and is often accompanied by various [[Medic Robot]]s.<br />
<br />
=== Giant Deflector Heavy ===<br />
{{Robot loadout|icon=heavy deflector|giant=y|name=Giant Deflector Heavy|primary=Deflector|hat=U-clank-a|attribs={{buff|5000 HP}}{{buff|+70% knockback resistance}}{{buff|+50% damage bonus}}{{buff|Can shoot down projectiles}}{{nerf|-50% move speed}}{{nerf|Cannot see past 1200 units}}}}<br />
The Giant Deflector Heavy has all of the added benefits and negatives of the Giant Heavy, as well as the ability of its smaller counterpart to shoot down incoming projectiles. Like the Deflector Heavy, it can be identified by its U-clank-a and green tracer firing effect.<br />
<br />
=== Giant Heater Heavy ===<br />
{{Robot loadout|icon=heavy heater|giant=y|name=Heavyweapons|primary=Huo-Long Heater|attribs={{buff|5000 HP}}{{buff|+70% knockback resistance}}{{nerf|-50% move speed}}}}<br />
While lacking the regular Giant Heavy's high-powered Minigun, this robot has no maximum sight distance and is impossible to approach without bursting into flames.<br />
<br />
=== Captain Punch ===<br />
{{Robot loadout|icon=heavy chief|giant=y|name=Captain Punch|melee=Fists of Steel|hat=War Head|attribs={{info|1.9x larger in size}}<br>{{buff|60,000 HP}}{{buff|+70% knockback resistance}}{{buff|Extra +90% vertical airblast resistance}}{{buff|5.0x damage dealt}}{{buff|+40% faster firing speed}}{{buff|Regenerates 250 HP per second}}{{buff|Provides 90% less rage}}{{nerf|-60% move speed}}}}<br />
This juggernaut of a Heavy is a walking tank with fists. Its extremely large health pool, combined with regeneration and innate ranged damage resistance from the Fists of Steel means it will take a lot of firepower to destroy it. Don't get too close, as it will surely kill any class nearby in one hit. A Spy can pull off several backstabs (make sure you have fully upgraded the Armor Penetration upgrade) before being attacked. The [[Dead Ringer]] can solve that particular problem.<br />
<br />
== Unused content ==<br />
*The [[GRU]] Heavyweight Champ has a second, unused icon that was present in the game's files since the Mann vs. Machine mode launched.<br />
*The [[K.G.B.]] Heavyweight Champ originally had a RED fist icon similar to the GRU Heavyweight Champ's, but it was later changed to BLU.<br />
*Disabled code for the Heavy Mittens indicate the robot was to be 35% smaller and have the [[Point and Shoot]] and [[All-Father]] equipped, causing it to resemble a [[w:garden gnome|garden gnome]]; the code name for the Heavy Mittens is actually <tt>T_TFBot_Heavyweapons_Gnome</tt>.<br />
*Three unused variants of the Giant Heavy exist: one with the [[Brass Beast]], one with [[Natascha]], and one with the K.G.B. called "Super Heavyweight Champ".<br />
<br />
==Trivia==<br />
*The Heavy Robots have two custom taunts: if equipped with a melee weapon, they flex their metal muscles, and if equipped with a Minigun, they will swing their weapon while giving a thumbs-up.<br />
*An early version of the Heavy Robot's head can be briefly seen in the [[Engineer Update (teaser)|Engineer Update teaser]].<br />
<br />
== Gallery ==<br />
<gallery><br />
File:BLU Heavyweight Champ (Type 1).png|A [[K.G.B.]] Heavyweight Champ<br />
File:BLU Heavyweight Champ (Type 2).png|A [[G.R.U.]] Heavyweight Champ<br />
File:BLU Steel Gauntlet.png|A Steel Gauntlet<br />
File:BLU Deflector Heavy.png|A Deflector Heavy<br />
File:BLU Giant Heavy.png|A Giant Heavy<br />
File:BLU Giant Deflector Heavy.png|A Giant Deflector Heavy<br />
File:BLU Giant Heater Heavy.png|A Giant Heater Heavy<br />
File:BLU Captain Punch.png|Captain Punch<br />
File:BLU Captain Punch Melee.png|Captain Punch from another angle.<br />
File:Heavybot_red.png| An unused RED texture<br />
File:Leaderboard_class_heavy_urgent.png| Older, unused version of the GRU Heavyweight Champ icon<br />
File:Heavy_Bothead_Red.png| [[RED]] skin of the unused model of the Heavy Robot's head.<br />
File:Heavy_Bothead_Blu.png| [[BLU]] skin of the unused model of the Heavy Robot's head.<br />
File:Heavy_Bothead_Green.png| Yellow skin of the unused model of the Heavy Robot's head.<br />
File:RomeHeavyBot.png|The Romevision version of the Heavy<br />
</gallery><br />
<br />
{{Robot Nav}}<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Demoman_Robot&diff=1435967Demoman Robot2013-08-21T16:06:49Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{infobox class<br />
| image = Demobot_blu.png<br />
| health = '''175''' <small>(Demoman)</small> <br> '''150''' <small>(Demoknight)</small> <br> '''3000''' <small>(Giant Rapid Fire Demoman (Type 2))</small> <br>'''3300''' <small>(Giant Rapid Fire Demoman (Type 1), Giant Demoknight)</small><br />
| speed = '''93%''' <small>(Demoman, Demoknight)</small> <br>'''46.5%''' <small>(Giant Rapid Fire Demoman, Giant Demoknight)</small><br />
}}<br />
{{Quotation|'''The Demo-bot'''|Oh, they're goin' ta have to glue you back together...IN HELL!|sound=Demoman_mvm_taunts08.mp3}}<br />
<br />
'''[[Demoman]] [[Robots]]''' appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies. They are mechanical versions of the Demoman, with a single eye and [[Battery_Bandolier|6 batteries strapped to their chest]] in place of the Demoman's normal six grenades.<br />
== Normal Variants ==<br />
<br />
=== Demoman ===<br />
{{Robot loadout|icon=demoman|name=Demoman|primary=Grenade Launcher}}<br />
<br />
Your standard run of the mill Demomen wielding [[Grenade Launcher]]s. They often appear in large numbers and can pose a great threat to anyone unlucky enough to be caught in their hail of grenades.<br />
<br />
=== Demoknight ===<br />
<br />
{{Robot loadout|icon=demoknight|name=Demoknight|secondary=Chargin' Targe|melee=Eyelander|attribs={{buff|3 seconds of 100% critical chance on kill}}}}<br />
<br />
The '''Demoknight''' is a robotic counterpart of the human Demoman. A "sword-wielding maniac" appearing less often than normal Demoman robots, it uses the [[Chargin' Targe]] and the [[Eyelander]], allowing it to quickly cover distances by charging with the innate ability of its shield. This makes them more dangerous up close, but still unable to attack from distances due to the lack of the [[Grenade Launcher]]. If several players are close to it, it can go on a critical rampage, gaining 3 seconds of 100% critical chance on killing a player.<br />
<br />
== Giant Variants ==<br />
<br />
=== Giant Rapid Fire Demoman ===<br />
<br />
{{Robot loadout|icon=demoman|giant=y|name=Giant Rapid Fire Demoman<br>(Type 1)|primary=Grenade Launcher|attribs={{buff|3300 HP}}{{buff|+25% faster firing speed}}{{buff|+60% faster reload time}}{{nerf|-50% move speed}}{{nerf|Does not fire until fully reloaded}}}}<br />
{{Robot loadout|icon=demoman|giant=y|name=Giant Rapid Fire Demoman<br>(Type 2)|primary=Grenade Launcher|attribs={{buff|3000 HP}}{{buff|+50% firing speed}}{{nerf|-50% move speed}}{{nerf|Does not fire until fully reloaded}}}}<br />
A giant version of the regular Demoman robot that shoots a volley of grenades. There are two sub-variants: one fires 25% faster and reloads 60% faster, while the other fires 50% faster, but has no reload bonus and has 300 less health. Both variants do not fire until they have a full clip reloaded.<br />
<br />
=== Giant Demoknight ===<br />
<br />
{{Robot loadout|icon=demoknight|giant=y|name=Giant Demoknight|primary=Ali Baba's Wee Booties|secondary=Chargin' Targe|melee=Eyelander|hat=Prince Tavish's Crown|attribs={{buff|3300 HP}}{{buff|+50% knockback resistance}}{{buff|3 seconds of 100% critical chance on kill}}{{nerf|-50% move speed}}}}<br />
Wields the [[Eyelander]], [[Chargin' Targe]], [[Ali Baba's Wee Booties]], and [[Prince Tavish's Crown]]. It can charge like the Demoknight, but for a much shorter distance. Like the regular Demoknight robot, the Giant Demoknight gains 3 seconds of 100% critical chance on killing a player.<br />
<br />
=== Major Bomber ===<br />
<br />
{{Robot loadout|icon=demo bomber|giant=y|name=Major Bomber|primary=Grenade Launcher|hat=Prince Tavish's Crown|attribs={{buff|40,000 HP}}{{buff|+30% knockback resistance}}{{buff|+70% airblast knockback resistance}}{{buff|Extra +90% vertical airblast resistance}}{{buff|Regenerates 200 HP per second}}{{buff|100% crit chance}}{{buff|+80% faster firing speed}}{{buff|+70% faster reload rate}}{{buff|+200% clip size}}{{buff|+50% faster projectile speed}}{{buff|Provides 90% less rage}}{{nerf|-68% move speed}}{{nerf|Does not fire until fully reloaded}}}}<br />
An extremely large Demoman giant. This robot fires grenades that are always critical hits. Similar to the rapid-fire giants, this robot will not fire until it has a full clip reloaded. When it does, it will shoot out all its grenades in a rapid succession, killing anyone unaware or too close. Extreme caution is needed to take this robot down, as it has a massive pool of health, health regeneration, and critboosted grenades that can prove fatal.<br />
<br />
== Unused content ==<br />
*An unused Demoman Robot template exists for a "Chief Tavish" Demoman who possesses an identical loadout to the Giant Demoknight, but is larger, has 55,000 HP and regenerates 500 health per second.<br />
<br />
== Trivia ==<br />
* Demoman robots have a custom taunt in which they twice pump their left arm upward, then lift their crotch armor.<br />
* The crotch-smile on the Demoman Robot is the emoticon ":)" printed in a large font size onto a page of {{w|Continuous stationery|tractor-feed paper}}.<br />
*An early version of the Demoman Robot's head can be seen in the [[Engineer Update (teaser)]].<br />
<br />
== Gallery ==<br />
<gallery><br />
File:BLU Major Bomber.png|BLU Major Bomber.<br />
File:Demobot_red.png| An unused RED texture<br />
File:Giant_Demoknight.png|Giant Demoknight<br />
File:Giant_Demoman.png|Giant Demoman<br />
File:RomeDemoBot.png|The Romevision version of the Demoman<br />
</gallery><br />
{{Robot Nav}}<br />
{{MannVsMachineNav}}<br />
[[Category:Demoman Robot]]<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Pyro_Robot&diff=1435966Pyro Robot2013-08-21T16:05:20Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{infobox class<br />
|image=Pyrobot_blu.png<br />
|health='''{{Metrics/Health|C=pyro}}''' <small>(Pyro, Flare Pyro)</small><br>'''3000''' <small>(Giant Pyro, Giant Flare Pyro)</small><br />
| speed='''{{Math/Relative speed|{{Metrics/Speed|C=pyro}}}}%''' <small>(Pyro, Flare Pyro)</small> <br>'''50%''' <small>(Giant Pyro, Giant Flare Pyro)</small><br />
}}<br />
{{Quotation|'''The Pyro-bot'''|Hudda hudda huuh!|sound=Pyro_mvm_battlecry02.mp3}}<br />
<br />
'''[[Pyro]] [[Robots]]''' appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies. They are mechanical versions of the Pyro, Unlike other robots, they are immune to afterburn, much like the Pyro.<br />
<br />
== Normal variants ==<br />
=== Pyro ===<br />
{{Robot loadout|icon=pyro|name=Pyro|primary=Flamethrower}}<br />
These robots are equipped with a [[Flame Thrower]] and attack up close. They may use their [[compression blast]] to deflect rockets, including those of [[Sentry Gun]]s, but they will not use it to extinguish teammates on [[fire]]. When Giant Robots appear with Pyro robots, the Pyros will cluster near the giants at the beginning of the wave and eventually scatter.<br />
<br />
=== Flare Pyro ===<br />
{{Robot loadout|icon=pyro flare|name=Flare Pyro|secondary=Flare Gun}}<br />
This less common variant wields the [[Flare Gun]], allowing it to attack outside of flamethrower range, although with some difficulty when a target is up close. Their movement behavior is similar to the normal Pyro.<br />
<br />
=== Pyro Pusher ===<br />
{{Robot loadout|icon=pyro flare|name=Pyro Pusher|secondary=Scorch Shot|attribs={{buff|100% crit chance}}{{buff|25% faster reload rate}}{{nerf|Shots travel at 35% speed}}}}<br />
Another less common variant wields a permanent crit-boosted [[Scorch Shot]]. They can reload faster but the flare travels slower, allowing players to dodge with ease. They can impose a greater threat because it can knock back an unlucky player and set anyone on fire in a small radius.<br />
<br />
== Giant Robots ==<br />
=== Giant Pyro ===<br />
{{Robot loadout|icon=pyro|giant=y|name=Giant Pyro|primary=Flamethrower|attribs={{buff|3000 HP}}{{buff|+40% knockback resistance}}{{nerf|-50% move speed}}}}<br />
Giant Pyro robots are equipped with a Flame Thrower and behave like their smaller counterparts.<br />
<br />
=== Giant Flare Pyro ===<br />
{{Robot loadout|icon=pyro flare|giant=y|name=Giant Flare Pyro|secondary=Detonator|hat=Old Guadalajara|attribs={{buff|3000 HP}}{{buff|+40% knockback resistance}}{{buff|+70% faster firing speed}}{{nerf|-50% move speed}}}}<br />
<br />
The Giant Flare Pyro robot wears an [[Old Guadalajara]] and is equipped with a [[Detonator]], which can fire accurate shots at a faster rate.<br />
<br />
== Unused content ==<br />
*Two unused Giant Pyro Robot templates exist, one named "Giant Airblast Pyro". Its [[Degreaser]] only does 0.05x damage but pushes opponents with five times the force. The second is named "Chief Pyro" and is equipped with the default Pyro loadout, but is larger, has 55,000 HP, regenerates 500 health per second and its airblast pushes opponents with two times the force.<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Pyrobot_red.png| An unused RED texture<br />
File:Giant_Pyro.png|Giant Pyro<br />
File:Giant_Flare_Pyro.png|Giant Flare Pyro<br />
File:Pyro_Pusher.png|Pyro Pusher<br />
File:RomePyroBot.png|The Romevision version of the Pyro<br />
</gallery><br />
<br />
{{Robot Nav}}<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Soldier_Robot&diff=1435965Soldier Robot2013-08-21T16:03:52Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{infobox class<br />
|image=Soldierbot_blu.png<br />
|health='''{{Metrics/Health|C=soldier}}''' <small>(Soldier, Buff Soldier, Extended Buff Soldiers)</small> <br>'''3800''' <small>(Giant Soldier, Giant Charged Soldier, Giant Rapid Fire Soldier)</small><br />
| speed='''{{Math/Relative speed|{{Metrics/Speed|C=soldier}}}}%''' <small>(Soldier, Buff Soldier, Extended Buff Soldiers)</small> <br>'''40%''' <small>(Giant Soldier, Giant Rapid Fire Soldier, Giant Charged Soldier)</small><br />
}}<br />
<br />
{{Quotation|'''The Soldier-bot'''|You are all weak! You are all bleeders!|sound=Soldier_mvm_taunts10.mp3}}<br />
<br />
'''[[Soldier]] [[Robots]]''' appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies.<br />
== Normal variants ==<br />
=== Soldier ===<br />
{{Robot loadout|icon=soldier|name=Soldier|primary=Rocket Launcher}}<br />
<br />
Soldier bots behave like human Soldiers, rushing into battle using with their [[Rocket Launcher]]s as a primary means of attack.<br />
By itself the Soldier bot isn't a terrible threat, but nothing in this game mode comes "alone". A squad of Soldier bots becomes a quick problem as you may be faced with a barrage of rockets coming your way.<br />
<br />
Soldier Robots reload when they have time, and fire when they see an enemy.<br />
=== Buff Soldier ===<br />
{{Robot loadout|icon=soldier buff|name=Buff Soldier|primary=Rocket Launcher|secondary=Buff Banner|melee=Shovel|attribs={{buff|Spawns with full rage}}}}<br />
Buff Soldiers have [[Buff Banner]]s and start with full rage. They use their banners as soon as they spawn, and can be dangerous if fought right when they enter the map.<br />
<br />
=== Extended Buff Soldiers ===<br />
{{Robot loadout|icon=soldier buff|name=Extended Buff Soldier|primary=Rocket Launcher|secondary=Buff Banner|melee=Shovel|attribs={{buff|Spawns with full rage}}{{buff|+800% longer buff duration}}}}<br />
{{Robot loadout|icon=soldier backup|name=Extended Backup Soldier|primary=Rocket Launcher|secondary=Battalion's Backup|melee=Shovel|attribs={{buff|Spawns with full rage}}{{buff|+800% longer buff duration}}}}<br />
{{Robot loadout|icon=soldier conch|name=Extended Conch Soldier|primary=Rocket Launcher|secondary=Concheror|melee=Shovel|attribs={{buff|Spawns with full rage}}{{buff|+800% longer buff duration}}}}<br />
{{Robot loadout|icon=soldier|name=Soldier|primary=Direct Hit|secondary=Buff Banner|melee=Shovel|attribs={{buff|Spawns with full rage}}{{buff|+800% longer buff duration}}}}<br />
With extended buffs that last up to 90 seconds long, these Soldiers can keep their allies beefed up for most of their journey across the map. They come in Buff Banner, [[Battalion's Backup]] and [[Concheror]] variants.<br />
<br />
Another variant of the Extended Buff Soldier, exclusive to [[Caliginous Caper (mission)|Caliginous Caper]], uses the [[Direct Hit]] in combination with the Buff Banner. Unlike the other variants, these Soldiers do not have "Extended Buff" in their names, and use the regular Soldier bot icon.<br />
<br />
== Giant Robots ==<br />
=== Giant Soldier ===<br />
{{Robot loadout|icon=soldier|giant=y|name=Giant Soldier|primary=Rocket Launcher|attribs={{buff|3800 HP}}{{buff|+60% knockback resistance}}{{nerf|-50% move speed}}{{nerf|Does not fire until fully reloaded}}}}<br />
A giant version of the regular Soldier robots, with greatly increased health, slower movement speed, but wielding the same Rocket Launcher as his smaller counterpart.<br />
=== Giant Rapid Fire Soldier ===<br />
{{Robot loadout|icon=soldier spammer|giant=y|name=Giant Rapid Fire Soldier|primary=Rocket Launcher|attribs={{buff|3800 HP}}{{buff|+60% knockback resistance}}{{buff|Fires twice as fast}}{{buff|400% faster reload}}{{nerf|-50% move speed}}{{nerf|-35% projectile speed}}}}<br />
Giant Rapid-Fire Soldiers fire rockets continuously, at a faster rate than regular Giant Soldiers.<br />
=== Giant Charged Soldier ===<br />
{{Robot loadout|icon=soldier crit|giant=y|name=Giant Charged Soldier|primary=Original|attribs={{buff|3800 HP}}{{buff|+60% knockback resistance}}{{buff|100% crit chance}}{{nerf|-50% move speed}}{{nerf|-50% projectile speed}}{{nerf|-20% slower reload}}}}<br />
Equipped with the [[Original]], Giant Charged Soldiers always fire [[critical hit]] rockets. The rockets move more slowly, though, at half the speed of regular rockets, and can be easily dodged by wary players. Players should be aware of its high health.<br />
=== Giant Burst Fire Soldier ===<br />
{{Robot loadout|icon=soldier spammer|giant=y|name=Giant Burst Fire Soldier|primary=Rocket Launcher|attribs={{buff|4200 HP}}{{buff|+60% knockback resistance}}{{buff|2.0x damage dealt}}{{buff|100% crit chance}}{{buff|60% faster reload rate}}{{buff|+80% faster firing speed}}{{buff|+5 rockets in clip}}{{nerf|-50% move speed}}{{nerf|-10% slower projectile speed}}{{nerf|Does not fire until fully reloaded}}}}<br />
Similar to the Giant Charged Soldier, but does not fire until it has a full clip reloaded. When it does, it will shoot a flurry of rockets that are shot out in a very rapid succession. Players should be aware of when it's firing and when it's reloading; an unaware and unattentive player will likely result in a quick death.<br />
<br />
=== Sergeant Crits ===<br />
{{Robot loadout|icon=soldier sergeant crits|giant=y|name=Sergeant Crits|primary=Rocket Launcher|hat=Tyrant's Helm|attribs={{info|1.9x larger in size}}<br>{{buff|60,000 HP}}{{buff|+60% knockback resistance}}{{buff|Extra +90% vertical airblast resistance}}{{buff|1.5x damage dealt}}{{buff|100% crit chance}}{{buff|Regenerates 250 HP per second}}{{buff|+30% faster projectile speed}}{{buff|+40% faster reload rate}}{{buff|+80% faster firing speed}}{{buff|+7 rockets in clip}}{{buff|Provides 90% less rage}}{{nerf|-50% move speed}}{{nerf|Does not fire until fully reloaded}}}}<br />
<br />
This is the juggernaut of all the Soldier robots. Similar to the Giant Soldier, Giant Charged Soldier and the Giant Burst Fire Soldier, it will not fire until it has a full clip reloaded. When it does, it will shoot all of its crit rockets in rapid succession, killing anyone who is unaware or even too close to the attack. All players must take extreme caution and make use of their canteens and the Kritzkrieg to eliminate this robotic threat, as its extremely high health, health regeneration and crit-boosted rockets can be a major problem.<br />
<br />
== Gallery ==<br />
<gallery><br />
File:BLU Sergeant Crits.png| Sergeant Crits<br />
File:BLU Giant Charged Soldier.png| Giant Charged Soldier<br />
File:Soldierbot_red.png| An unused RED texture<br />
File:RomeSoldierBot.png|The Romevision version of the Soldier<br />
</gallery><br />
<br />
{{Robot Nav}}<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Scout_Robot&diff=1435964Scout Robot2013-08-21T16:02:20Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Super Scout and Bonk Scout pictures required. Also, Major League Scout needs to be re-done. In Addition, the Romevision Version of this robot is needed.}}<br />
{{infobox class<br />
| image = Scoutbot blu.png<br />
| health = '''{{Metrics/Health|C=scout}}''' <small>(Scout, Minor League Scout)</small><br>'''1200''' <small>(Super Scout)</small><br>'''1600''' <small>(Major League Scout)</small><br />
| speed = '''{{Math/Relative speed|{{Metrics/Speed|C=scout}}}}%''' <small>(Scout, Minor League Scout, Major League Scout)</small><br> '''266%''' <small>(Super Scout)</small><br />
}}<br />
{{Quotation|'''The Scout-bot''' on the disadvantages of organic bones|Man, your skull's so soft you're makin' this easy!|sound=Scout_mvm_misc04.mp3}}<br />
<br />
'''[[Scout]] [[Robots]]''' appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies.<br />
== Normal Variants ==<br />
<br />
=== Scout ===<br />
{{Robot loadout|icon=scout|name=Scout (Type 1)|melee=Bat}}<br />
{{Robot loadout|icon=scout|name=Scout (Type 2)|primary=Scattergun}}<br />
<br />
The regular Scout robots are the most common bots in [[Mann vs. Machine (game mode)|Mann vs. Machine]]. Like the regular Scout, they are fast but weak. To counteract their fragility, they often come in large numbers. Scout robots in early waves wield only the default [[bat]], making them a very minor threat. However, they can easily overrun a player in numbers if they get too close. Later, these robots are seen to wield the [[Scattergun]], making them more dangerous up close. Scout robots are intended more for running the bomb to the hatch rather than to pose a true threat to players, though it's still dangerous to get mobbed by Scout robots. In more advanced difficulties they sometimes appear with a permanent Crit boost, making them even more dangerous.<br />
<br />
=== Minor League Scout ===<br />
{{Robot loadout|icon=scout stun|name=Minor League Scout|melee=Sandman|hat=Batter's Helmet}}<br />
These Scouts are equipped with the [[Batter's Helmet]] and the [[Sandman]], which the robots use to a great extent. The Minor League Scout will attempt to stun players as it moves towards the bomb. If it manages to stun a player near enemies and no other players are nearby, it can pose a major threat, leaving players defenseless to the oncoming waves, but otherwise it poses no major threat. Unlike regular Scout robots, Minor League Scouts do not slow down when they pick up the bomb.<br />
<br />
=== Bonk Scout ===<br />
{{Robot loadout|icon=scout bonk|name=Scout|secondary=Bonk! Atomic Punch|melee=Bat|hat=Bonk Helm}}<br />
Bonk Scouts are equipped with [[Bonk! Atomic Punch]] and [[Bonk Helm]]s, hence their name. Upon spawning, Bonk Scouts immediately drink their Bonk! and barrel into the playing area. While it is invulnerable for the first few seconds of its life, it has no special characteristics once the effect wears off, and is likely to die before it can use the Bonk! again. Players should be wary of using explosives near the spawn point should they scatter the Scouts across the map.<br />
<br />
==Giant Variants==<br />
<br />
=== Super Scout ===<br />
{{Robot loadout|icon=scout giant fast|giant=y|name=Super Scout|melee=Holy Mackerel|misc1=Bonk Boy|attribs={{buff|1200 HP}}{{buff|Moves twice as fast}}{{buff|+30% knockback resistance}}}}<br />
The Super Scout is the fastest robot in the game, moving at double the regular Scout robots' pace, far outstripping any other robots or players. They can be identified by their [[Bonk Boy]] and are equipped with the [[Holy Mackerel]]. They are not dangerous in combat or particularly durable but they can very quickly deliver the bomb and end a round against poorly prepared teams. The Super Scout should be a high priority target, and slowing weapons such as [[Natascha]] will prove very useful against it.<br />
<br />
=== Major League Scout ===<br />
{{Robot loadout|icon=scout stun|giant=y|name=Major League Scout|melee=Sandman|hat=Batter's Helmet|misc1=Essential Accessories|attribs={{buff|1600 HP}}{{buff|+30% knockback resistance}}{{buff|Recharges baseball 10 times faster}}}}<br />
A bigger, badder version of the Minor League Scout, with the same loadout, though the Major League Scout can shoot his baseballs often, hitting a ball every second or so. The Major League Scout moves at the same speed as its smaller counterparts, but not quite as fast as the Super Scout. Nonetheless, the Major League Scout can often be the cause of a round failure, considering its speed and ability to stun players.<br />
<br />
== Unused content ==<br />
*Four unused Scout Robot templates exist: one with only the [[Holy Mackerel]], one fittingly named "[[Wrap Assassin]]", a Giant Scout with only the stock Scattergun and a "Major League" Giant Scout with the [[Cockfighter]], the [[Boston Boom-Bringer]], the [[Summer Shades]] and the Sandman who is extremely large, has 10,000 HP and moves 8 times faster than a normal Scout.<br />
*There is an unused "Scout bat" icon in the game's files.<br />
<br />
==Trivia==<br />
*The Scout Robots have a custom taunt in which they jump while spinning, then smack their bottom at the player.<br />
**The glow of the bomb carrier reveals this taunt is used instead of a drinking animation for Bonk Scouts.<br />
*A blueprint for a Scout Robot was visible in the [[Engineer Update (teaser)|Engineer Update Teaser]] [http://www.sourceop.com/hell-met/TF2/mvm.jpg]<br />
<br />
== Gallery ==<br />
<gallery><br />
File:BLU Major League Scout Fix.png|Major League Scout<br />
File:Scoutbot_red.png|An unused RED texture<br />
File:Leaderboard_class_scout_bat.png|Unused "Scout bat" icon<br />
File:RomeScoutBot.png|The Romevision version of the Scout<br />
</gallery><br />
<br />
{{Robot Nav}}<br />
[[category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Romevision&diff=1435960Romevision2013-08-21T15:58:46Z<p>Tylerlinked: </p>
<hr />
<div>[[Image:RomeVisionPromo.png|300px|right|thumb|Promo Image for Romevision on TF2 website.]]<br />
{{ra}}<br />
{{stub}}<br />
'''Romevision''' is a new [[Mann Vs. Machine]] update that came out with the August 20, 2013 patch. Upon equipping the [[Hardy Laurel]] you will unlock a special Mann Vs. Machine. mode called "Romebot invasion" that features new robots that are styled in a similar way towards the Total War games.</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=File:RomevisionPromo.jpg&diff=1435954File:RomevisionPromo.jpg2013-08-21T15:54:40Z<p>Tylerlinked: Romevision promo image for TF2</p>
<hr />
<div>Romevision promo image for TF2</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=File:RomeEngiBot.png&diff=1435952File:RomeEngiBot.png2013-08-21T15:53:55Z<p>Tylerlinked: Romevision Engineer Robot</p>
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<div>Romevision Engineer Robot</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=File:RomeDemoBot.png&diff=1435951File:RomeDemoBot.png2013-08-21T15:52:55Z<p>Tylerlinked: Romevision Demoman Robot</p>
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<div>Romevision Demoman Robot</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=File:RomeSoldierBot.png&diff=1435947File:RomeSoldierBot.png2013-08-21T15:51:58Z<p>Tylerlinked: Tylerlinked uploaded a new version of &quot;File:RomeSoldierBot.png&quot;: Romevision Soldier Robot</p>
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<div>Romevision Soldier Robot</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=File:RomeSoldierBot.png&diff=1435946File:RomeSoldierBot.png2013-08-21T15:51:57Z<p>Tylerlinked: Romevision Soldier Robot</p>
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<div>Romevision Soldier Robot</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=File:RomeSniperBot.png&diff=1435943File:RomeSniperBot.png2013-08-21T15:49:42Z<p>Tylerlinked: </p>
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<div></div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=File:RomeHeavyBot.png&diff=1435942File:RomeHeavyBot.png2013-08-21T15:48:26Z<p>Tylerlinked: Romevision Robot Heavy</p>
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<div>Romevision Robot Heavy</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=File:RomeSpyBot.png&diff=1435941File:RomeSpyBot.png2013-08-21T15:47:12Z<p>Tylerlinked: Romevision Robot Spy</p>
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<div>Romevision Robot Spy</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=File:RomeScoutBot.png&diff=1435940File:RomeScoutBot.png2013-08-21T15:46:25Z<p>Tylerlinked: Romevision Robot Scout</p>
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<div>Romevision Robot Scout</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=File:RomeMedicBot.png&diff=1435939File:RomeMedicBot.png2013-08-21T15:45:32Z<p>Tylerlinked: Romevision Robot Medic</p>
<hr />
<div>Romevision Robot Medic</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=File:RomePyroBot.png&diff=1435878File:RomePyroBot.png2013-08-21T13:09:44Z<p>Tylerlinked: Robot Romevision Pyro</p>
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<div>Robot Romevision Pyro</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Tank_Robot&diff=1435540Tank Robot2013-08-21T03:06:10Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{infobox class<br />
| image = Mvm boss tank.png<br />
| health = ''Varies''<br><br />
Lowest: '''10000''' <small><br>[[Mannhunt (mission)|Mannhunt]]: Wave 6D, 6E, and 6F </small><br><br />
Highest: '''60000''' <small><br>[[Caliginous Caper (mission)|Caliginous Caper]]: Sub-wave 8G/[[Broken Parts (mission)|Broken Parts]]: Wave 6D</small><br />
| speed = '''25%'''<br />
}}<br />
{{Quotation|Day 1 of the '''[[Mann vs. Machine update]]'''|We don't know what this thing is, but it's big as hell, looks unstoppable, and it probably runs on human blood. We're just guessing that last part, because it's usually covered in it.}}<br />
<br />
'''Tank Robots''' (referred just as '''Tank''') are large bomb-carrying [[Robots|machines]] that arrive with the robots in [[Mann vs. Machine (game mode)|Mann vs. Machine modes]]. They carry no offensive weapons and thus have no direct way of harming the player. They can take an extreme amount of damage before they are destroyed, far more so than any other robot. The [[Administrator]] announces the entrance, progress, and destruction of each tank.<br />
<br />
After entering the map, tanks slowly travel along a set path to the bomb hatch before deploying their bomb and ending the round. This path is unique to each map and may differ from the path of other robots in the wave, if any. They have their own bomb, independent of the one carried by the other robots, and in waves with tank(s) and bomb-carrying robots, both the tank and the robots must be destroyed to complete the wave.<br />
<br />
Tanks are immune to all effects outside of damage and critical hits; they can only be stopped via destruction. They cannot have their movement interrupted or [[slow]]ed; standing in front of one will simply push the player away for no damage, while players that cannot be pushed away due to walls or props are crushed to death, and [[building]]s in the way are destroyed. They cannot be [[burn]]ed or soaked by [[Jarate]] or [[Mad Milk]], they do not give [[metal]] to [[Widowmaker]]s, they cannot be [[sap]]ped or marked for death, and they have no [[headshot|heads to shoot]] or [[backstab|backs to stab]]. Finally, they resist approximately 75% of [[miniguns|Minigun]] damage, severely reducing a Heavy's damage output against it.<br />
<br />
Tanks have a health meter below the "robots remaining" display on the [[HUD]], and as they are more damaged, they will acquire bullet holes and cracks and lose parts, like the covering on their treads. The final tank of a mission has distinctive white stripes; this does not correlate to any of its properties.<br />
<br />
== Health ==<br />
Each Tank in a wave has a given amount of health based on its intended difficulty and the length of the path it must travel.<br />
<br />
{| class="wikitable grid sortable"<br />
! class="header" style="border:1px solid #333;" | Health<br />
! class="header" style="border:1px solid #333;" | Mission<br />
! class="header" style="border:1px solid #333;" | Wave<br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:10000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 10000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Mannhunt (mission)|Mannhunt]]</small><br />
| style="border:1px solid #333;" | <small>6D, 6E, 6F</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:12000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 12000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Mannslaughter (mission)|Mannslaughter]]</small><br />
| style="border:1px solid #333;" | <small>3B</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:13300/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 13300<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Cave-in (mission)|Cave-in]]</small><br />
| style="border:1px solid #333;" | <small>4</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:14000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 14000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Mean Machines (mission)|Mean Machines]]</small><br />
| style="border:1px solid #333;" | <small>5A</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:15000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 15000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Disintegration (mission)|Disintegration]]</small><br />
| style="border:1px solid #333;" | <small>5</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:16000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 16000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Quarry (mission)|Quarry]]</small><br />
| style="border:1px solid #333;" | <small>6B</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:17500/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 17500<br />
|}<br />
| style="border:1px solid #333;" | <small>Cave-in</small><br />
| style="border:1px solid #333;" | <small>2B</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="3" |<br />
{|<br />
| width="{{#expr:18000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 18000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Machine Massacre (mission)|Machine Massacre]]</small><br />
| style="border:1px solid #333;" | <small>4, 7A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Mech Mutilation (mission)|Mech Mutilation]]</small><br />
| style="border:1px solid #333;" | <small>1C</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Disintegration</small><br />
| style="border:1px solid #333;" | <small>2D</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="12" |<br />
{|<br />
| width="{{#expr:20000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 20000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Doe's Drill (mission)|Doe's Drill]]</small><br />
| style="border:1px solid #333;" | <small>3, 8</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Mann-euvers (mission)|Mann-euvers]]</small><br />
| style="border:1px solid #333;" | <small>2</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Doe's Doom (mission)|Doe's Doom]]</small><br />
| style="border:1px solid #333;" | <small>7</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Mannhunt</small><br />
| style="border:1px solid #333;" | <small>3</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Ctrl+Alt+Destruction (mission)|Ctrl+Alt+Destruction]]</small><br />
| style="border:1px solid #333;" | <small>7B</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[CPU Slaughter (mission)|CPU Slaughter]]</small><br />
| style="border:1px solid #333;" | <small>6C, 6E</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Machine Massacre</small><br />
| style="border:1px solid #333;" | <small>7D</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Mech Mutilation</small><br />
| style="border:1px solid #333;" | <small>3D</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Cataclysm (mission)|Cataclysm]]</small><br />
| style="border:1px solid #333;" | <small>4A, 7A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Mannslaughter</small><br />
| style="border:1px solid #333;" | <small>5C, 5E</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Benign Infiltration (mission)|Benign Infiltration]]</small><br />
| style="border:1px solid #333;" | <small>4A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Disintegration</small><br />
| style="border:1px solid #333;" | <small>4A, 5B</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:21000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 21000<br />
|}<br />
| style="border:1px solid #333;" | <small>Quarry</small><br />
| style="border:1px solid #333;" | <small>1</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:22000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 22000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Desperation (mission)|Desperation]]</small><br />
| style="border:1px solid #333;" | <small>4</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:22500/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 22500<br />
|}<br />
| style="border:1px solid #333;" | <small>Mann-euvers</small><br />
| style="border:1px solid #333;" | <small>7</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:24000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 24000<br />
|}<br />
| style="border:1px solid #333;" | <small>Doe's Doom</small><br />
| style="border:1px solid #333;" | <small>2A</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="6" |<br />
{|<br />
| width="{{#expr:25000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 25000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Day of Wreckening (mission)|Day of Wreckening]]</small><br />
| style="border:1px solid #333;" | <small>2, 6B</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Cave-in</small><br />
| style="border:1px solid #333;" | <small>6B</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Mannhunt</small><br />
| style="border:1px solid #333;" | <small>5C</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Disk Deletion (mission)|Disk Deletion]]</small><br />
| style="border:1px solid #333;" | <small>6, 8A-1, 8A-2</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Data Demolition (mission)|Data Demolition]]</small><br />
| style="border:1px solid #333;" | <small>3D, 4A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Ctrl+Alt+Destruction</small><br />
| style="border:1px solid #333;" | <small>5</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:26000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 26000<br />
|}<br />
| style="border:1px solid #333;" | <small>Mean Machines</small><br />
| style="border:1px solid #333;" | <small>3A</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:28000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 28000<br />
|}<br />
| style="border:1px solid #333;" | <small>[[Crash Course (mission)|Crash Course]]</small><br />
| style="border:1px solid #333;" | <small>3</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="6" |<br />
{|<br />
| width="{{#expr:30000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 30000<br />
|}<br />
| style="border:1px solid #333;" | <small>Crash Course</small><br />
| style="border:1px solid #333;" | <small>5</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Data Demolition</small><br />
| style="border:1px solid #333;" | <small>6B, 6D</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Ctrl+Alt+Destruction</small><br />
| style="border:1px solid #333;" | <small>2A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>CPU Slaughter</small><br />
| style="border:1px solid #333;" | <small>6A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Benign Infiltration</small><br />
| style="border:1px solid #333;" | <small>6C</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Broken Parts (mission)|Broken Parts]]</small><br />
| style="border:1px solid #333;" | <small>3D</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:32000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 32000<br />
|}<br />
| style="border:1px solid #333;" | <small>Data Demolition</small><br />
| style="border:1px solid #333;" | <small>6A</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="2" |<br />
{|<br />
| width="{{#expr:33000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 33000<br />
|}<br />
| style="border:1px solid #333;" | <small>Crash Course</small><br />
| style="border:1px solid #333;" | <small>6B</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Broken Parts</small><br />
| style="border:1px solid #333;" | <small>6B</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="8" |<br />
{|<br />
| width="{{#expr:35000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 35000<br />
|}<br />
| style="border:1px solid #333;" | <small>Quarry</small><br />
| style="border:1px solid #333;" | <small>5</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Ctrl+Alt+Destruction</small><br />
| style="border:1px solid #333;" | <small>7D</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Desperation</small><br />
| style="border:1px solid #333;" | <small>7A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>CPU Slaughter</small><br />
| style="border:1px solid #333;" | <small>4</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Cataclysm</small><br />
| style="border:1px solid #333;" | <small>3A</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Caliginous Caper (mission)|Caliginous Caper]]</small><br />
| style="border:1px solid #333;" | <small>4</small><br />
|-<br />
| style="border:1px solid #333;" | <small>[[Bone Shaker (mission)|Bone Shaker]]</small><br />
| style="border:1px solid #333;" | <small>2</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Broken Parts</small><br />
| style="border:1px solid #333;" | <small>6B</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="3" |<br />
{|<br />
| width="{{#expr:40000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 40000<br />
|}<br />
| style="border:1px solid #333;" | <small>Caliginous Caper</small><br />
| style="border:1px solid #333;" | <small>5</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Bone Shaker</small><br />
| style="border:1px solid #333;" | <small>4A, 7</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Broken Parts</small><br />
| style="border:1px solid #333;" | <small>2A</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:42000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 42000<br />
|}<br />
| style="border:1px solid #333;" | <small>Caliginous Caper</small><br />
| style="border:1px solid #333;" | <small>7</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="3" |<br />
{|<br />
| width="{{#expr:45000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 45000<br />
|}<br />
| style="border:1px solid #333;" | <small>Desperation</small><br />
| style="border:1px solid #333;" | <small>7C-2</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Cataclysm</small><br />
| style="border:1px solid #333;" | <small>7F</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Broken Parts</small><br />
| style="border:1px solid #333;" | <small>2A</small><br />
|-<br />
| style="border:1px solid #333;" |<br />
{|<br />
| width="{{#expr:46000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 46000<br />
|}<br />
| style="border:1px solid #333;" | <small>Bone Shaker</small><br />
| style="border:1px solid #333;" | <small>7F</small><br />
|-<br />
| style="border:1px solid #333;" rowspan="2" |<br />
{|<br />
| width="{{#expr:60000/250}}px" height="100%" style="background-color:#5885A2; border:1px solid #18233D;" | 60000<br />
|}<br />
| style="border:1px solid #333;" | <small>Caliginous Caper</small><br />
| style="border:1px solid #333;" | <small>8G</small><br />
|-<br />
| style="border:1px solid #333;" | <small>Broken Parts</small><br />
| style="border:1px solid #333;" | <small>6D</small><br />
|}<br />
<br />
== Elimination ==<br />
When a tank is the only robot in the wave (excluding support-class robots like Snipers), it should be focused by all players until it is destroyed. [[Kritzkrieg]] Medics and [[Canteen]]s are extremely effective when paired with sustained high-damage classes like Heavies, Pyros, and Soldiers, or when used with Demomen using his Grenade Launchers and Stickybomb Launchers. [[Wrangler|Wrangled]] Sentry Guns also deal massive damage to tanks, but may have to be relocated once the tank passes out of their range or if they're in the tank's path. As well, the hitbox of the tank is very large, making weapons with "bullet spread", such as the [[Frontier Justice]], effective even at medium-long range.<br />
<br />
If a tank arrives with other robots, especially giant robots, consider killing the robots first, as tanks do not deal damage and can usually be dealt with after the regular robots if they have not traveled more than halfway. After arriving at the bomb hatch, the tank will take a while to deploy its bomb, so the team still has time to destroy it.<br />
<br />
== Related achievements ==<br />
=== [[File:Mvm navicon.png|20px|link=Mann vs. Machievements{{if lang}}]] [[Mann vs. Machievements]] ===<br />
{{Achievement table<br />
| 1 = {{Show achievement|mann vs. machievements|Balls-E}}<br />
{{Show achievement|mann vs. machievements|Clockwork Carnage}}<br />
| 2 = {{Show achievement|mann vs. machievements|Clockwork Conqueror}}<br />
}}<br />
<br />
== Update history ==<br />
'''{{Patch name|8|15|2012}}''' ([[Mann vs. Machine (update)|Mann vs. Machine]])<br />
* The Tank was added to the game.<br />
<br />
'''{{Patch name|8|17|2012}}'''<br />
* Fixed a crash related to server plug-ins spawning a Tank before the game is ready.<br />
<br />
'''{{Patch name|9|4|2012}}'''<br />
* Fixed the looping tank sound not playing if it was spawned far from the player.<br />
* Fixed tank destruction effects playing at the map origin.<br />
<br />
'''{{Patch name|12|20|2012}}''' ([[Mecha Update]])<br />
* {{undocumented}} Rage from [[Buff Banner]], [[Concheror]], [[Upgrade Station|upgraded]] [[Weapons#heavyprimary|Minigun]], and Mmmph from [[Phlogistinator]] can now be generated from Tanks.<br />
<br />
==Bugs==<br />
<br />
*If multiple tanks are in a wave, the [[Administrator]] may sometimes state that a tank is halfway through the wave even though it would just have spawned.<br />
<br />
==Gallery==<br />
<gallery perrow=3><br />
Image:MvM Tank Damage 1.png|Lightly damaged<br />
Image:MvM Tank Damage 2.png|Moderately damaged<br />
Image:MvM Tank Damage 3.png|Heavily damaged<br />
Image:MvM Tank Final.png|Final wave skin<br />
</gallery><br />
<br />
== External links ==<br />
* [http://www.teamfortress.com/mvm/machines/ "Machines" official announcement], with the hint of the Tank Robot.<br />
<br><br />
<br />
{{Robot Nav}}<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Sentry_Buster&diff=1435539Sentry Buster2013-08-21T03:05:47Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{infobox class<br />
| image = SentryBuster.png<br />
| health = '''2500'''<br />
| speed = '''187%'''<br />
}}<br />
<br />
{{Quotation|'''Mann Vs. Machine''' publicity blurb|Essentially a bomb on legs, the Sentry Buster will detect any sentry that’s dealing sustained damage to the Robot Horde, then initiate its deviously complicated protocol: run at the offending sentry and explode.}}<br />
<br />
The '''Sentry Buster''' is a specialized [[Robots|robot]] that appears in the [[Mann vs. Machine (game mode)|Mann vs. Machine mode]] when a [[Sentry Gun]] has dealt significant damage to the robot horde. It appears as a large pair of legs similar to a [[Demoman robot]], but with a large naval mine for a torso.<br />
<br />
Once a defending Sentry Gun has dealt either 15 kills or 3000 damage to the robot horde (by default), a Sentry Buster will be dispatched; they do not appear under any other circumstances. Once deployed, the Sentry Buster will make a beeline for the Sentry Gun that triggered its appearance. Upon reaching its target, it crouches and begins beeping. A few seconds later, it detonates in a massive explosion guaranteed to level the offending Sentry and just about anything else within approximately a three-[[Teleporter]] radius.<br />
<br />
While inattentive Engineers will be sure to lose at least their Sentry to a Sentry Buster, aware ones with a competent team can deal with it without too much trouble. Sentry Busters can simply be killed before they reach their target, which will cause them to wind up and explode prematurely. [[Haul]]ing the target Sentry out of the detonation zone will save it, as Sentry Busters cannot move once they begin counting down, but will not protect any other buildings that may be nearby. Should the Engineer be daring, he can pick up his Sentry and carry it around the map, which will cause the Sentry Buster to chase him indefinitely until it gets close enough to explode; this does, however, stop the Engineer and their Sentry from attacking the rest of the horde. [[Knockback]] can keep a Sentry Buster at bay long enough to destroy it, but once they begin the detonation process, they are immune to it. However, regardless of how a team defeats a Sentry Buster, the robot horde will continue to send them out after a mission-specific delay time until the target Sentry is destroyed or the wave is completed. As a result, it may be preferable to allow it to do its work and simply build a new Sentry Gun.<br />
<br />
Sentry Busters will spawn against and target [[Mini-Sentry|Mini-Sentry Guns]], but they will ignore [[Upgrade Station#Buildings|Disposable Sentry Guns]], even if it is doing more work than the primary one. If a Sentry is destroyed before the Sentry Buster gets there, it will continue running to where the Sentry used to be and detonate. One Sentry Buster can spawn for each Engineer on the defending team.<br />
<br />
Destroyed Sentry Busters, whether by themselves or by the players, leave no [[Credits|money]]. A large cloud of dark grey smoke lasting a few seconds remains after detonation, blocking the view of players within the range of the smoke.<br />
<br />
== Related achievements ==<br />
=== [[File:Mvm navicon.png|20px|link=Mann vs. Machievements{{if lang}}]] [[Mann vs. Machievements]] ===<br />
{{Achievement table<br />
| 1 = {{Show achievement|mann vs. machievements|Ctrl + Assault + Delete}}<br />
| 2 = {{Show achievement|mann vs. machievements|Real Steal}}<br />
}}<br />
<br />
== Update history ==<br />
'''{{Patch name|8|15|2012}}''' ([[Mann vs. Machine Update]])<br />
* The Sentry Buster was added to the game.<br />
<br />
'''{{Patch name|8|17|2012}}'''<br />
* Fixed Sentry Busters picking disposable buildings as valid targets.<br />
* Fixed an instance of the Sentry Buster sound looping endlessly.<br />
<br />
== Bugs ==<br />
* It is possible for a wave to end without killing the Sentry Buster, in which case it will disappear and cause its beeping sound to loop.<br />
* Defenders will occasionally announce its presence as a giant robot instead of as a Sentry Buster.<br />
* Only the legs will tint yellow when soaked in [[Jarate]], due to the material proxy required being missing from the material for the pressure mine segment of the model (demo_buster.vmt).<br />
* In the [[Halloween]] mission [[Caliginous Caper]], Sentry Busters will spawn with Demoman upper arms levitating at their sides, and [[Spine-Chilling Skull]] hats on their invisible heads.<br />
* If the Defenders lose the round, and a Sentry Buster reaches a Sentry Gun, it will attack it as if it were wielding a broken [[Ullapool Caber]], and will continue to do so until the round resets or the Sentry Gun dies.<br />
* In some occasions, a Pyro that airblasts the Sentry Buster as it loses its health or reaches its target will not animate its detonation or its associated sound, thus resulting with the Sentry Buster exploding without warning, usually in midair.<br />
<br />
== Trivia ==<br />
[[Image:SentryBusterHitboxes.png|thumb|150x150px|The [[hitscan]] hitboxes of a Sentry Buster.]]<br />
* The Sentry Buster is considered to be a giant Demoman wielding the Ullapool Caber. As a result, it shares animations and hitboxes with the giant Demoman robot (resulting in having invisible arm and head hitboxes) and appears to be holding the Ullapool Caber in first-person view to spectators, with any kills credited to it using the Ullapool Caber kill icon. As voice responses do not appear to be disabled for the Sentry Buster, it will use the giant Demoman robot's voice clips when speaking.<br />
<br />
== Gallery ==<br />
<gallery perrow="3"><br />
File:New_tours_announcement_blog.png|A group of Sentry Busters chasing an [[Engineer]].<br />
</gallery><br />
<br />
== See also ==<br />
* [[Anti-Sentry Buster strategy]]<br />
<br />
{{Robot Nav}}<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Spy_Robot&diff=1435537Spy Robot2013-08-21T03:05:31Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{infobox class<br />
|image=Spyware_blu.png<br />
|health='''{{Metrics/Health|C=spy}}'''<br />
|speed='''100%'''<br />
}}<br />
<br />
{{Quotation|'''The Spy-bot'''|I'm coming for you!|sound=Spy_mvm_taunts10.mp3}}<br />
<br />
'''[[Spy]] [[Robots]]''' appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies.<br />
<br />
== Normal variants ==<br />
<br />
=== Spy ===<br />
<br />
{{Robot loadout|icon=spy|name=Spy|primary=Revolver|secondary=Sapper|melee=Knife}}<br />
<br />
Spy robots behave much like a human Spy would, sapping [[Engineer]] [[buildings]], backstabbing players, [[Invis Watch|cloaking]], [[Disguise Kit|disguising]], and using their [[Knife]] in close quarters. Unlike other robots, the Spy bots spawn where the players aren't looking in close proximity to the players, as opposed to on the map's normal spawn points. Spy bots are almost always used as support, never attempting to pick up the bomb. In a few missions, though, they appear as a normal part of the wave, and ''will'' go for the bomb if necessary, defending themselves with their [[Revolver]]s if intercepted by players.<br />
<br />
When a Spy robot spawns, it will already be cloaked and disguised, though it will never attempt to disguise as a class the RED team does not possess. When disguised, Spies will not attack unless they're closing in on a target or the players attack first. When fleeing, Spy robots will Cloak, move a distance away, then redisguise. However, if they're very close to the player when recognized as an enemy, Spy bots will strafe within stabbing reach around the player until they get a backstab in. Exposed Spy bots almost always use their Knives - they will only use their Revolver if they are caught sapping a building or if they are going for the bomb.<br />
<br />
Notably, Spy bots are distinguishable from regular players due to their voices. Even while disguised, they will taunt nearby players in the voice of a Spy, revealing their location to anyone paying attention. They also chuckle loudly upon redisguising, which can be heard throughout the entire map. Spy bots can also be revealed by players of the same class - human Spies cause all cloaked Spy bots in a large radius to become partially visible, as if they were taking damage.<br />
<br />
A notification is always shown when a Spy enters the map, and its entrance is announced by the [[Administrator]]. Killing a Spy robot results a notification by the Administrator of how many Spy robots are left on the field, unless there are more than five remaining.<br />
<br />
== Bugs ==<br />
* Spy robots use human voice lines when taunting nearby players.<br />
<br />
* Spy robots while disguised use robot voices instead of human voices.<br />
<br />
== Trivia ==<br />
* If a disguised Spy-bot is viewed as a spectator, it will simply appear as a RED Spy-bot. While this may be a bug, the Spy's robot counterpart lacks the masked sub-models the original has, so it is possible that it is intentional.<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Spyware_red.png|The RED texture<br />
</gallery><br />
<br />
{{Robot Nav}}<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Sniper_Robot&diff=1435536Sniper Robot2013-08-21T03:05:14Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{infobox class<br />
|image=Sniperbot_blu.png<br />
|health='''{{Metrics/Health|C=sniper}}'''<br />
|speed='''100%'''<br />
}}<br />
<br />
{{Quotation|'''The Sniper-bot'''|Everything above your neck is going to be a fine red mist!|sound=Sniper_mvm_taunts22.mp3}}<br />
<br />
'''[[Sniper]] [[Robots]]''' appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies. They are mechanical versions of the Sniper, built by [[ Gray Mann|Gray Mann]].<br />
<br />
== Normal variants ==<br />
=== Sniper ===<br />
{{Robot loadout|icon=sniper|name=Sniper|primary=Sniper Rifle|melee=Kukri}}<br />
Regular Sniper robots appear in small numbers and behave like human Snipers, offering support to their teammates from afar. A notification appears when Snipers spawn, and players may yell "Sniper!" to alert their team to the robot's presence.<br />
<br />
Sniper robots never carry the bomb, preferring to use their [[Sniper Rifle]]s to hit players from afar. Their rifles emit lasers indicating where they are aiming and giving away their position. Snipers may relocate to avoid grenades and rockets but will rarely do so to get a view of their enemy, so players occupied with other robots like [[Tank Robot|Tanks]] are advised to stay out of the Sniper's sights. If players get close to a Sniper robot, it will attack the player with its [[Kukri]]. Backing away from the robot will result in it using its Sniper Rifle to kill the player.<br />
<br />
Their aim is deadly accurate, so they will always hit a player in sight and not taking rapid evasive action, such as strafing quickly back and forth or moving quickly left after moving right for a short time. However, they can't deal [[headshot]] damage and will usually not wait to charge their rifle, giving players a chance to ambush the robot.<br />
<br />
=== Bowman ===<br />
{{Robot loadout|icon=sniper bow|name=Bowman|primary=Huntsman|attribs={{nerf|-50% damage penalty}}}}<br />
The '''Bowman''' is a special robot. It will attempt to pick up the bomb unlike the other Snipers and acts like other robots, going in closeup combat. It is equipped with the [[Huntsman]], allowing it to fight more easily up close, but not from a distance and not give its position away with the targeting laser. Bowmen will never use any other weapons, preferring to still use arrows at point blank range. Being special robots, they appear far less frequently than the regular Snipers. Some waves of Snipers also spawn with several allied Pyros; the Pyros can light their arrows on fire and allow them to deal additional damage.<br />
<br />
=== Sydney Sniper ===<br />
{{Robot loadout|icon=sniper sydneysleeper|name=Sydney Sniper|primary=Sydney Sleeper|melee=Kukri}}The '''Sydney Sniper''' fires shots that covers the enemy in [[Jarate]], turning all damage taken into mini-crits. These robots are also equipped with a [[Kukri]] and ocasionally [[Razorback]] and will use them as normal Sniper robots will. Being special robots, they appear far less frequently than the regular Snipers.<br />
<br />
=== Razorback Sniper ===<br />
{{Robot loadout|icon=sniper|name=Razorback Sniper|primary=Sniper Rifle|secondary=Razorback|melee=Kukri}}<br />
The '''Razorback Sniper''' is a variant of the Sniper Robot that appears less frequently than traditional Sniper robots. These variants wear a [[Razorback]] for protection against backstabs.<br />
<br />
== Unused content ==<br />
*A disabled template exists for a "[[Jarate]] Master" robot, with a fast-recharging Jarate as its main weapon. The file's comments indicate it was cut due to lacking a robot Jarate-throw animation.<br />
<br />
== Bugs ==<br />
* The blue lasers often glitch, being visible through solid objects and walls, even after the Sniper Robot has been killed.<br />
<br />
== Gallery==<br />
<gallery><br />
File:Sniperbot_red.png| An unused RED texture<br />
File:Leaderboard_class_sniper_jarate.png|Unused "Jarate Master" icon<br />
File:Blue_Sniperbot_Bowman.png|Bowman Sniper<br />
File:Razorback_Sniper.png|Razorback Sniper<br />
File:Sydney_Sniper.png|Sydney Sniper<br />
</gallery><br />
<br />
{{Robot Nav}}<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Medic_Robot&diff=1435534Medic Robot2013-08-21T03:04:54Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{infobox class<br />
| image = Medicbot_blu.png<br />
| health = '''150''' <small>(Über Medic, Quick-Fix Medic)</small><br>'''4500''' <small>(Giant Medic)</small><br />
| speed = '''106.67%''' <small>(Über Medic, Quick-Fix Medic)</small><br>'''53.335%''' <small>(Giant Medic)</small><br />
}}<br />
{{Quotation|'''The Medic-bot'''|The healing is not as rewarding as the hurting.|sound=Medic_mvm_specialcompleted02.mp3}}<br />
<br />
'''[[Medic]] [[Robots]]''' appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies. When spawned, their secondary weapon will always be trained on another robot, usually a giant, and will only heal that robot until it is destroyed, whereupon it will find another robot to heal.<br />
<br />
== Normal Variants ==<br />
<br />
=== Über Medic ===<br />
{{Robot loadout|icon=medic uber|name=Über Medic<br>(Type 1)|primary=Syringe Gun|secondary=Medi Gun|melee=Bonesaw|attribs={{buff|Spawns with full ÜberCharge}}{{buff|+100% faster ÜberCharge rate}}{{buff|+400% faster heal rate}}{{info|Übercharge lasts 8 seconds (normal)<!--Here for comparison to above-->}}}}<br />
{{Robot loadout|icon=medic uber|name=Über Medic<br>(Type 2)|primary=Syringe Gun|secondary=Medi Gun|melee=Bonesaw|attribs={{buff|Spawns with full ÜberCharge}}{{buff|+400% faster ÜberCharge rate}}{{nerf|-90% slower heal rate}}{{nerf|ÜberCharge lasts 5 seconds (3 seconds shorter)}}}}<br />
These Medics don't appear often as other robots, but when they do, they usually accompany [[Robots#Giant Robots|Giant Robots]], sometimes even as many as three Medics on one Giant. Über Medics are equipped with a [[Syringe Gun]], [[Medi Gun]], and [[Bonesaw]]. They spawn with full [[ÜberCharge]] and will deploy their charges on whatever robot they are healing as soon as the Medic or patient takes significant damage, althought it is both possible and often desirable to inflict enough damage in a single attack to kill the Medic without giving them a chance to deploy their Übercharge. There are two kinds of this robot: one has a very fast heal rate, and the other has a much faster charge rate, but a slower heal rate and an ÜberCharge that lasts three seconds shorter. When Medic robots are separated from their heal target or cornered by a player, they will fight with their Syringe Guns and look for their patient.<br />
<br />
=== Quick-Fix Medic ===<br />
{{Robot loadout|icon=medic|name=Quick-Fix Medic<br>(type 1)|primary=Syringe Gun|secondary=Quick-Fix|melee=Bonesaw|attribs={{buff|+900% faster heal rate}}{{nerf|-90% slower ÜberCharge rate}}}}<br />
{{Robot loadout|icon=medic|name=Quick-Fix Medic<br>(type 2)|secondary=Quick-Fix}}<br />
[[Quick-Fix]] Medics heal teammates much faster than Über Medics but have a very slow ÜberCharge rate, and are also equipped with a [[Syringe Gun]] and [[Bonesaw]]. They tend to appear in larger numbers than Über Medics. A variant of the Quick-Fix Medic only has the Quick-Fix's standard heal rate but a normal ÜberCharge rate as well, and only has a Quick-Fix.<br />
<br />
== Giant Variants ==<br />
<br />
=== Giant Medic ===<br />
{{Robot loadout|icon=medic|giant=y|name=Giant Medic|secondary=Quick-Fix|attribs={{buff|4500 HP}}{{buff|Spawns with full charge}}{{buff|+40% knockback resistance}}{{buff|+19900% faster heal rate}}{{nerf|-50% move speed}}}}<br />
The Giant Medic heals its patient (almost always a [[Robots#Giant Robots|Giant Robot]]) at 200 times the heal rate of the standard [[Quick-Fix]], fast enough to instantly outheal any kind of damage the players can inflict. It spawns with a full Übercharge meter, and has a considerable amount of health, second only to Giant Heavies, "boss" giants, and Tanks. When the Giant Medic is heavily damaged, it may deploy its Ubercharge, completely refilling its health and essentially becoming indestructible until the charge is finished.<br />
<br />
== Related achievements ==<br />
<br />
=== [[File:Mvm navicon.png|20px|link=Mann vs. Machievements{{if lang}}]] [[Mann vs. Machievements]] ===<br />
{{Achievement table<br />
| 1 = {{Show achievement|mann vs. machievements|Negative Charge}}<br />
}}<br />
<br />
== Update history ==<br />
'''{{Patch name|3|19|2013}}'''<br />
* Fixed the uber Medics in Wave 4 of the [[Broken Parts (mission)|Broken Parts]] mission charging at the incorrect rate.<br />
<br />
== Trivia ==<br />
* The wheel lacks a set of hitboxes, but instead uses the ones from the original Medic's legs despite them being off with the animations.<br />
<br />
== Gallery==<br />
<gallery><br />
File:BLU Giant Medic Helmet.png|Giant [[Warsworn Helmet]] Medic.<br />
File:Medicbot_red.png| An unused RED texture<br />
</gallery><br />
<br />
{{Robot Nav}}<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Engineer_Robot&diff=1435532Engineer Robot2013-08-21T03:04:34Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{infobox class<br />
| image = BLU Robot Engineer PDA 2.png|300px<br />
| health = '''500''' <small>(Engineer)</small> <br> '''275''' <small>(Type 2, Type 3)</small><br />
| speed = '''{{Math/Relative speed|{{Metrics/Speed|C=engineer}}}}%'''<br />
}}<br />
{{Quotation|'''Mecha-Engineer''' publicity blurb|These Grinch-like Smissmas cakewalk destroyers can skip huge areas of the path with their teleporting ability, and also teleport other robots forward instantly with their "telling other robots about the teleporter" ability.}}<br />
<br />
'''[[Engineer]] [[Robots]]''', also referred to as '''Mecha Engineers''', appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies, being the only robot class to be added separately from the original [[Mann vs. Machine Update]]. They were originally announced on December 19th, 2012 as part of the [[Mecha Update]].<br />
<br />
==Normal Variants==<br />
=== Engineer ===<br />
{{Robot loadout|icon=engineer|name=Engineer|primary=Shotgun|secondary=Pistol|melee=Wrench|attribs=<br />
{{buff|500 HP}}{{buff|Spawns by teleporting onto a sentry nest location}}{{buff|Builds a teleporter exit that acts as a forward spawn point}}}}<br />
<br />
{{Robot loadout|icon=engineer|name=Engineer<br>(Type 2)|primary=Shotgun|secondary=Pistol|melee=Wrench|attribs={{buff|275 HP}}{{info|Spawns normally}}<br>{{buff|Builds a teleporter exit that acts as a forward spawn point}}}}<br />
<br />
{{Robot loadout|icon=engineer|name=Engineer<br>(Type 3)|primary=Shotgun|secondary=Pistol|melee=Wrench|attribs={{buff|275 HP}}{{info|Spawns normally}}<br>{{info|Cannot build teleporters}}}}<br />
<br />
The Engineer robot is a support unit, its arrival and destruction being announced by the [[Administrator]], as well as by a large beam of light that appears where it spawns. It has 500 health, four times that of the standard human Engineer. Its main role is to build teleporter exits so the robots can spawn closer to the bomb. The Engineer spawns by teleporting onto a suitable sentry nest location near the bomb (if the bomb has not moved up far enough, the Engineer will not spawn), and immediately builds a [[teleporter]] exit and a [[Sentry Gun]]. The Sentry Gun instantly upgrades itself to Level 3 upon completion, while the Teleporter, a Level 1 with doubled health, acts as a forward spawn point for entire groups of robots, giving them 5 seconds of invulnerability once they appear.<br />
<br />
In some missions, the Engineer spawns normally, instead of instantly appearing at a build spot. These Engineers have less health, and are not announced by the Administrator. Unlike standard Engineers, they ''can'' spawn regardless of how far up the bomb has moved - if it is far back, they will randomly choose any build location on the map. These Engineers can also drop money when destroyed. Two different subtypes of these Engineers exist - one constructs both a Sentry Gun and a Teleporter, the same as a standard Engineer, while the second only constructs a Sentry Gun. The two subtypes are otherwise identical.<br />
<br />
As the bomb moves forward, the Engineer will attempt to move up with it, setting up new bases closer to the objective. Just as other robots have infinite ammo, Engineer robots never run out of metal &ndash; as soon as its building is destroyed, it will construct another. As neither it nor its allies require ammo, it will never attempt to build [[Dispenser]]s. Upon destruction, including the end of a wave, the building fragments will provide [[ammo]] for the players as a human Engineer's buildings would. If the Engineer is separated from its buildings, or is simply moving to a new build spot, it will completely disregard enemy players instead of trying to defend itself with its Shotgun or Wrench.<br />
<br />
As a support robot, Engineers are not programmed to move towards the bomb by default, only becoming the carrier in rare, mainly accidental circumstances; if it does become the carrier, the Engineer will only attempt attacking with the [[Wrench]] if players are within range &ndash; and even then, it will not actually move to the bomb hatch, instead going back to maintaining its buildings.<br />
<br />
When an Engineer's teleporter is active, an icon appears on the HUD, and it can easily be found with the blue pillar of light that appears above the Engineer's sentry nest. The Administrator will announce if an Engineer is destroyed but still has an active teleporter on the field.<br />
<br />
== Update history ==<br />
'''{{Patch name|1|16|2013}}'''<br />
* {{undocumented}} Updated materials and model for the Engineer Robot.<br />
<br />
'''{{Patch name|3|27|2013}}'''<br />
* Fixed Engineer bots in Mann Vs. Machine building disposable Sentry Guns that upgrade into tiny, red, level 3 Sentry Guns.<br />
<br />
== Bugs ==<br />
<!-- Unless Valve added the Gunslinger Engineer Robot, the bug that Engineer hold Gunslinger build lv3 Mini-Sentry should NEVER happen.--><br />
* If the robots win the round, the Engineer Robot will use its Shotgun to try to attack the Defenders, but it will do no damage.<br />
* The Engineer robot uses human voice lines upon being killed.<br />
* If an Engineer robot's teleporter is destroyed by a [[Red-Tape Recorder]], the teleporter icon will remain on the HUD.<br />
* Engineers will not try to remove Sappers from their Teleporter if it is still doing its construction animation. This also means that they will ''never'' try to save their teleporter from Red-Tape Recorders.<br />
* If a stock Sapper is placed on a robot teleporter, it will still have the animation, particle effects, pillar of light and sound as if it was still active, even though it is actually disabled. (If a Red-Tape Recorder is used instead, only the particle effect still appears.)<br />
* The Engineer's entire head is [[Self-illumination|self-illuminated]], as opposed to just the eyes as seen on other robots.<br />
* If an Engineer teleports into the map while a robot teleporter is active, it will briefly spawn on the teleporter first before appearing at its desired build location. This plays the teleporter sound and gives the Engineer 5 seconds of invulnerability.<br />
<br />
== Trivia ==<br />
* None of the Engineer's voice lines in the vo/taunts directory have robot versions, even though it tries to use them after spawning on a robot teleporter.<br />
* The Engineer Robot has a metal plate on its back that reads "Engineer" (エンジニア, ''Enjinia'') in Japanese.<br />
* The Engineer Robot carries a device similar to the Engineer's Build Tool in its front pocket, but with the "2" key missing.<br />
<br />
== Gallery ==<br />
<gallery><br />
File:RED Robot Engineer Toolbox.png| An unused RED texture<br />
</gallery><br />
<br />
{{MechaUpdateNav}}<br />
{{Robot Nav}}</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Heavy_Robot&diff=1435530Heavy Robot2013-08-21T03:04:04Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Heavy Mittens image. Also, Deflector Heavy and Giant Deflector Heavy are wearing the wrong colour U-Clank-a, plus Captain Punch is using the wrong idle stance (Should be the Heavy boss model melee idle stance). In Addition, The Romevision version of this robot is needed.}}<br />
{{infobox class<br />
|image=Heavybot_blu.png<br />
|health='''{{Metrics/Health|C=heavy}}''' <small> (Heavy, Heavyweight Champ)</small> <br>'''60''' <small>(Heavy Mittens)</small> <br>'''900''' <small>(Steel Gauntlet)</small> <br>'''5000''' <small>(Giant Heavy, Giant Deflector Heavy, Giant Heater Heavy)</small><br />
|speed='''{{Math/Relative speed|{{Metrics/Speed|C=heavy}}}}%''' <small>(Heavy, Heavyweight Champ (KGB))</small> <br>'''99.67%''' <small>(Heavyweight Champ (GRU))</small> <br>'''100.1%''' <small>(Heavy Mittens)</small> <br>'''38.5%''' <small>(Giant Heavy, Giant Deflector Heavy, Giant Heater Heavy)</small><br />
}}<br />
{{Quotation|'''The Heavy-bot'''|My fists! They are made of ''STEEL''!|sound=Heavy_mvm_specialweapon01.mp3}}<br />
<br />
'''[[Heavy]] [[Robots]]''' appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies.<br />
== Normal Variants ==<br />
<br />
=== Heavy ===<br />
{{Robot loadout|icon=heavy|name=Heavyweapons|primary=Minigun}}<br />
<br />
Your Standard Production Heavybot, manufactured by [[Gray Mann]]. These robots are similar to the normal Heavy: big, tough, and pack a punch. The regular Heavy wields a [[Minigun]], ripping anyone who dares to come too close to shreds. The Heavy robot often comes in small to medium sized waves, often accompanying other robots as support. They appear to have a delayed sense of enemy tracking, meaning that they will find it hard to hit a player dodging at close range.<br />
<br />
=== Heavyweight Champ ===<br />
{{Robot loadout|icon=heavy champ|name=Heavyweight Champ<br>(Type 1)|melee=Killing Gloves of Boxing|hat=Pugilist's Protector}}<br />
{{Robot loadout|icon=heavy gru|name=Heavyweight Champ<br>(Type 2)|melee=Gloves of Running Urgently}}<br />
The Heavyweight Champ is a pure melee variant of the Heavy robot, wearing the [[Pugilist's Protector]]. Although restricted to melee range, these robots often come in gigantic numbers. The Heavyweight Champ comes in two different types. The first type will wield the [[Killing Gloves of Boxing]]. These types are aggressive and, if not carrying the bomb, will seek out nearby players to punch and kill, gaining a [[crit-boost]] from their K.G.B. upon killing a player. The second variant wields the [[Gloves of Running Urgently]], allowing them to move faster but receive [[Mini-Crits]]; these robots will often ignore players entirely and make a beeline for the bomb instead.<br />
<br />
=== Steel Gauntlet ===<br />
{{Robot loadout|icon=heavy steelfist|name=Steel Gauntlet|melee=Fists of Steel|attribs={{info|50% larger in size}}<br>{{buff|900 HP}}}}<br />
The Steel Gauntlet is similar to the Heavyweight Champ in the fact that it is a pure melee variant; however, the Steel Gauntlet can take an incredible amount of damage from ranged weapons due to its [[Fists of Steel]] and increased HP. They often appear in large waves and are sometimes assisted by other types of robots. The Steel Gauntlet often does not pose a threat to the players directly but instead by being a potent and resilient bomb carrier. Using melee weapons can make short work of Steel Gauntlets as they take double damage from melee sources, though the player will have to be very careful not to let the robots mob them.<br />
<br />
=== Heavy Mittens ===<br />
{{Robot loadout|icon=heavy mittens|name=Heavy Mittens|melee=Holiday Punch|attribs={{buff|100% crit chance}}{{buff|+30% faster move speed}}{{nerf|60 HP}}}}<br />
The Heavy Mittens is another pure melee variant which possess increased speed and wields a permanent crit-boosted [[Holiday Punch]]. Spawning in small groups, they are unable to deal any damage, however any hit from them will force players to stand still and [[Schadenfreude|laugh]], making them easier targets for other robots. They have been known to "Mob" players by ganging up on them, or to hang around a single laughing player and stun lock him. As such, it is advised to get rid of them before they get in melee range. Having only 20% of a typical Heavy robot's HP, they are fairly easy to destroy.<br />
<br />
=== Deflector Heavy ===<br />
{{Robot loadout|icon=heavy deflector|name=Deflector Heavy|primary=Deflector|hat=U-clank-a|attribs={{buff|Can shoot down projectiles}}}}<br />
The Deflector Heavy functions similarly to the regular Heavy robot, with the added benefit of being able to shoot down incoming [[projectiles]] that are in flight. It is discernible from the regular Heavy robot by its [[U-clank-a]] and green tracer firing effect rather than the usual yellow/orange.<br />
<br />
== Giant Variants ==<br />
<br />
=== Giant Heavy ===<br />
{{Robot loadout|icon=heavy|giant=y|name=Giant Heavy|primary=Minigun|attribs={{buff|5000 HP}}{{buff|+70% knockback resistance}}{{buff|+50% damage bonus}}{{nerf|-50% move speed}}{{nerf|Cannot see past 1200 units}}}}<br />
The giant Heavy is a giant version of the regular Heavy. It wields an overclocked [[Minigun]] that can do 50% more damage. The Giant Heavy acts largely the same as the regular Heavy robot and is often accompanied by various [[Medic Robot]]s.<br />
<br />
=== Giant Deflector Heavy ===<br />
{{Robot loadout|icon=heavy deflector|giant=y|name=Giant Deflector Heavy|primary=Deflector|hat=U-clank-a|attribs={{buff|5000 HP}}{{buff|+70% knockback resistance}}{{buff|+50% damage bonus}}{{buff|Can shoot down projectiles}}{{nerf|-50% move speed}}{{nerf|Cannot see past 1200 units}}}}<br />
The Giant Deflector Heavy has all of the added benefits and negatives of the Giant Heavy, as well as the ability of its smaller counterpart to shoot down incoming projectiles. Like the Deflector Heavy, it can be identified by its U-clank-a and green tracer firing effect.<br />
<br />
=== Giant Heater Heavy ===<br />
{{Robot loadout|icon=heavy heater|giant=y|name=Heavyweapons|primary=Huo-Long Heater|attribs={{buff|5000 HP}}{{buff|+70% knockback resistance}}{{nerf|-50% move speed}}}}<br />
While lacking the regular Giant Heavy's high-powered Minigun, this robot has no maximum sight distance and is impossible to approach without bursting into flames.<br />
<br />
=== Captain Punch ===<br />
{{Robot loadout|icon=heavy chief|giant=y|name=Captain Punch|melee=Fists of Steel|hat=War Head|attribs={{info|1.9x larger in size}}<br>{{buff|60,000 HP}}{{buff|+70% knockback resistance}}{{buff|Extra +90% vertical airblast resistance}}{{buff|5.0x damage dealt}}{{buff|+40% faster firing speed}}{{buff|Regenerates 250 HP per second}}{{buff|Provides 90% less rage}}{{nerf|-60% move speed}}}}<br />
This juggernaut of a Heavy is a walking tank with fists. Its extremely large health pool, combined with regeneration and innate ranged damage resistance from the Fists of Steel means it will take a lot of firepower to destroy it. Don't get too close, as it will surely kill any class nearby in one hit. A Spy can pull off several backstabs (make sure you have fully upgraded the Armor Penetration upgrade) before being attacked. The [[Dead Ringer]] can solve that particular problem.<br />
<br />
== Unused content ==<br />
*The [[GRU]] Heavyweight Champ has a second, unused icon that was present in the game's files since the Mann vs. Machine mode launched.<br />
*The [[K.G.B.]] Heavyweight Champ originally had a RED fist icon similar to the GRU Heavyweight Champ's, but it was later changed to BLU.<br />
*Disabled code for the Heavy Mittens indicate the robot was to be 35% smaller and have the [[Point and Shoot]] and [[All-Father]] equipped, causing it to resemble a [[w:garden gnome|garden gnome]]; the code name for the Heavy Mittens is actually <tt>T_TFBot_Heavyweapons_Gnome</tt>.<br />
*Three unused variants of the Giant Heavy exist: one with the [[Brass Beast]], one with [[Natascha]], and one with the K.G.B. called "Super Heavyweight Champ".<br />
<br />
==Trivia==<br />
*The Heavy Robots have two custom taunts: if equipped with a melee weapon, they flex their metal muscles, and if equipped with a Minigun, they will swing their weapon while giving a thumbs-up.<br />
*An early version of the Heavy Robot's head can be briefly seen in the [[Engineer Update (teaser)|Engineer Update teaser]].<br />
<br />
== Gallery ==<br />
<gallery><br />
File:BLU Heavyweight Champ (Type 1).png|A [[K.G.B.]] Heavyweight Champ<br />
File:BLU Heavyweight Champ (Type 2).png|A [[G.R.U.]] Heavyweight Champ<br />
File:BLU Steel Gauntlet.png|A Steel Gauntlet<br />
File:BLU Deflector Heavy.png|A Deflector Heavy<br />
File:BLU Giant Heavy.png|A Giant Heavy<br />
File:BLU Giant Deflector Heavy.png|A Giant Deflector Heavy<br />
File:BLU Giant Heater Heavy.png|A Giant Heater Heavy<br />
File:BLU Captain Punch.png|Captain Punch<br />
File:BLU Captain Punch Melee.png|Captain Punch from another angle.<br />
File:Heavybot_red.png| An unused RED texture<br />
File:Leaderboard_class_heavy_urgent.png| Older, unused version of the GRU Heavyweight Champ icon<br />
File:Heavy_Bothead_Red.png| [[RED]] skin of the unused model of the Heavy Robot's head.<br />
File:Heavy_Bothead_Blu.png| [[BLU]] skin of the unused model of the Heavy Robot's head.<br />
File:Heavy_Bothead_Green.png| Yellow skin of the unused model of the Heavy Robot's head.<br />
</gallery><br />
<br />
{{Robot Nav}}<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Heavy_Robot&diff=1435527Heavy Robot2013-08-21T03:03:19Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{needimage|Heavy Mittens image. Also, Deflector Heavy and Giant Deflector Heavy are wearing the wrong colour U-Clank-a, plus Captain Punch is using the wrong idle stance (Should be the Heavy boss model melee idle stance).}}<br />
{{infobox class<br />
|image=Heavybot_blu.png<br />
|health='''{{Metrics/Health|C=heavy}}''' <small> (Heavy, Heavyweight Champ)</small> <br>'''60''' <small>(Heavy Mittens)</small> <br>'''900''' <small>(Steel Gauntlet)</small> <br>'''5000''' <small>(Giant Heavy, Giant Deflector Heavy, Giant Heater Heavy)</small><br />
|speed='''{{Math/Relative speed|{{Metrics/Speed|C=heavy}}}}%''' <small>(Heavy, Heavyweight Champ (KGB))</small> <br>'''99.67%''' <small>(Heavyweight Champ (GRU))</small> <br>'''100.1%''' <small>(Heavy Mittens)</small> <br>'''38.5%''' <small>(Giant Heavy, Giant Deflector Heavy, Giant Heater Heavy)</small><br />
}}<br />
{{Quotation|'''The Heavy-bot'''|My fists! They are made of ''STEEL''!|sound=Heavy_mvm_specialweapon01.mp3}}<br />
<br />
'''[[Heavy]] [[Robots]]''' appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies.<br />
== Normal Variants ==<br />
<br />
=== Heavy ===<br />
{{Robot loadout|icon=heavy|name=Heavyweapons|primary=Minigun}}<br />
<br />
Your Standard Production Heavybot, manufactured by [[Gray Mann]]. These robots are similar to the normal Heavy: big, tough, and pack a punch. The regular Heavy wields a [[Minigun]], ripping anyone who dares to come too close to shreds. The Heavy robot often comes in small to medium sized waves, often accompanying other robots as support. They appear to have a delayed sense of enemy tracking, meaning that they will find it hard to hit a player dodging at close range.<br />
<br />
=== Heavyweight Champ ===<br />
{{Robot loadout|icon=heavy champ|name=Heavyweight Champ<br>(Type 1)|melee=Killing Gloves of Boxing|hat=Pugilist's Protector}}<br />
{{Robot loadout|icon=heavy gru|name=Heavyweight Champ<br>(Type 2)|melee=Gloves of Running Urgently}}<br />
The Heavyweight Champ is a pure melee variant of the Heavy robot, wearing the [[Pugilist's Protector]]. Although restricted to melee range, these robots often come in gigantic numbers. The Heavyweight Champ comes in two different types. The first type will wield the [[Killing Gloves of Boxing]]. These types are aggressive and, if not carrying the bomb, will seek out nearby players to punch and kill, gaining a [[crit-boost]] from their K.G.B. upon killing a player. The second variant wields the [[Gloves of Running Urgently]], allowing them to move faster but receive [[Mini-Crits]]; these robots will often ignore players entirely and make a beeline for the bomb instead.<br />
<br />
=== Steel Gauntlet ===<br />
{{Robot loadout|icon=heavy steelfist|name=Steel Gauntlet|melee=Fists of Steel|attribs={{info|50% larger in size}}<br>{{buff|900 HP}}}}<br />
The Steel Gauntlet is similar to the Heavyweight Champ in the fact that it is a pure melee variant; however, the Steel Gauntlet can take an incredible amount of damage from ranged weapons due to its [[Fists of Steel]] and increased HP. They often appear in large waves and are sometimes assisted by other types of robots. The Steel Gauntlet often does not pose a threat to the players directly but instead by being a potent and resilient bomb carrier. Using melee weapons can make short work of Steel Gauntlets as they take double damage from melee sources, though the player will have to be very careful not to let the robots mob them.<br />
<br />
=== Heavy Mittens ===<br />
{{Robot loadout|icon=heavy mittens|name=Heavy Mittens|melee=Holiday Punch|attribs={{buff|100% crit chance}}{{buff|+30% faster move speed}}{{nerf|60 HP}}}}<br />
The Heavy Mittens is another pure melee variant which possess increased speed and wields a permanent crit-boosted [[Holiday Punch]]. Spawning in small groups, they are unable to deal any damage, however any hit from them will force players to stand still and [[Schadenfreude|laugh]], making them easier targets for other robots. They have been known to "Mob" players by ganging up on them, or to hang around a single laughing player and stun lock him. As such, it is advised to get rid of them before they get in melee range. Having only 20% of a typical Heavy robot's HP, they are fairly easy to destroy.<br />
<br />
=== Deflector Heavy ===<br />
{{Robot loadout|icon=heavy deflector|name=Deflector Heavy|primary=Deflector|hat=U-clank-a|attribs={{buff|Can shoot down projectiles}}}}<br />
The Deflector Heavy functions similarly to the regular Heavy robot, with the added benefit of being able to shoot down incoming [[projectiles]] that are in flight. It is discernible from the regular Heavy robot by its [[U-clank-a]] and green tracer firing effect rather than the usual yellow/orange.<br />
<br />
== Giant Variants ==<br />
<br />
=== Giant Heavy ===<br />
{{Robot loadout|icon=heavy|giant=y|name=Giant Heavy|primary=Minigun|attribs={{buff|5000 HP}}{{buff|+70% knockback resistance}}{{buff|+50% damage bonus}}{{nerf|-50% move speed}}{{nerf|Cannot see past 1200 units}}}}<br />
The giant Heavy is a giant version of the regular Heavy. It wields an overclocked [[Minigun]] that can do 50% more damage. The Giant Heavy acts largely the same as the regular Heavy robot and is often accompanied by various [[Medic Robot]]s.<br />
<br />
=== Giant Deflector Heavy ===<br />
{{Robot loadout|icon=heavy deflector|giant=y|name=Giant Deflector Heavy|primary=Deflector|hat=U-clank-a|attribs={{buff|5000 HP}}{{buff|+70% knockback resistance}}{{buff|+50% damage bonus}}{{buff|Can shoot down projectiles}}{{nerf|-50% move speed}}{{nerf|Cannot see past 1200 units}}}}<br />
The Giant Deflector Heavy has all of the added benefits and negatives of the Giant Heavy, as well as the ability of its smaller counterpart to shoot down incoming projectiles. Like the Deflector Heavy, it can be identified by its U-clank-a and green tracer firing effect.<br />
<br />
=== Giant Heater Heavy ===<br />
{{Robot loadout|icon=heavy heater|giant=y|name=Heavyweapons|primary=Huo-Long Heater|attribs={{buff|5000 HP}}{{buff|+70% knockback resistance}}{{nerf|-50% move speed}}}}<br />
While lacking the regular Giant Heavy's high-powered Minigun, this robot has no maximum sight distance and is impossible to approach without bursting into flames.<br />
<br />
=== Captain Punch ===<br />
{{Robot loadout|icon=heavy chief|giant=y|name=Captain Punch|melee=Fists of Steel|hat=War Head|attribs={{info|1.9x larger in size}}<br>{{buff|60,000 HP}}{{buff|+70% knockback resistance}}{{buff|Extra +90% vertical airblast resistance}}{{buff|5.0x damage dealt}}{{buff|+40% faster firing speed}}{{buff|Regenerates 250 HP per second}}{{buff|Provides 90% less rage}}{{nerf|-60% move speed}}}}<br />
This juggernaut of a Heavy is a walking tank with fists. Its extremely large health pool, combined with regeneration and innate ranged damage resistance from the Fists of Steel means it will take a lot of firepower to destroy it. Don't get too close, as it will surely kill any class nearby in one hit. A Spy can pull off several backstabs (make sure you have fully upgraded the Armor Penetration upgrade) before being attacked. The [[Dead Ringer]] can solve that particular problem.<br />
<br />
== Unused content ==<br />
*The [[GRU]] Heavyweight Champ has a second, unused icon that was present in the game's files since the Mann vs. Machine mode launched.<br />
*The [[K.G.B.]] Heavyweight Champ originally had a RED fist icon similar to the GRU Heavyweight Champ's, but it was later changed to BLU.<br />
*Disabled code for the Heavy Mittens indicate the robot was to be 35% smaller and have the [[Point and Shoot]] and [[All-Father]] equipped, causing it to resemble a [[w:garden gnome|garden gnome]]; the code name for the Heavy Mittens is actually <tt>T_TFBot_Heavyweapons_Gnome</tt>.<br />
*Three unused variants of the Giant Heavy exist: one with the [[Brass Beast]], one with [[Natascha]], and one with the K.G.B. called "Super Heavyweight Champ".<br />
<br />
==Trivia==<br />
*The Heavy Robots have two custom taunts: if equipped with a melee weapon, they flex their metal muscles, and if equipped with a Minigun, they will swing their weapon while giving a thumbs-up.<br />
*An early version of the Heavy Robot's head can be briefly seen in the [[Engineer Update (teaser)|Engineer Update teaser]].<br />
<br />
== Gallery ==<br />
<gallery><br />
File:BLU Heavyweight Champ (Type 1).png|A [[K.G.B.]] Heavyweight Champ<br />
File:BLU Heavyweight Champ (Type 2).png|A [[G.R.U.]] Heavyweight Champ<br />
File:BLU Steel Gauntlet.png|A Steel Gauntlet<br />
File:BLU Deflector Heavy.png|A Deflector Heavy<br />
File:BLU Giant Heavy.png|A Giant Heavy<br />
File:BLU Giant Deflector Heavy.png|A Giant Deflector Heavy<br />
File:BLU Giant Heater Heavy.png|A Giant Heater Heavy<br />
File:BLU Captain Punch.png|Captain Punch<br />
File:BLU Captain Punch Melee.png|Captain Punch from another angle.<br />
File:Heavybot_red.png| An unused RED texture<br />
File:Leaderboard_class_heavy_urgent.png| Older, unused version of the GRU Heavyweight Champ icon<br />
File:Heavy_Bothead_Red.png| [[RED]] skin of the unused model of the Heavy Robot's head.<br />
File:Heavy_Bothead_Blu.png| [[BLU]] skin of the unused model of the Heavy Robot's head.<br />
File:Heavy_Bothead_Green.png| Yellow skin of the unused model of the Heavy Robot's head.<br />
</gallery><br />
<br />
{{Robot Nav}}<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Demoman_Robot&diff=1435525Demoman Robot2013-08-21T03:02:45Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{infobox class<br />
| image = Demobot_blu.png<br />
| health = '''175''' <small>(Demoman)</small> <br> '''150''' <small>(Demoknight)</small> <br> '''3000''' <small>(Giant Rapid Fire Demoman (Type 2))</small> <br>'''3300''' <small>(Giant Rapid Fire Demoman (Type 1), Giant Demoknight)</small><br />
| speed = '''93%''' <small>(Demoman, Demoknight)</small> <br>'''46.5%''' <small>(Giant Rapid Fire Demoman, Giant Demoknight)</small><br />
}}<br />
{{Quotation|'''The Demo-bot'''|Oh, they're goin' ta have to glue you back together...IN HELL!|sound=Demoman_mvm_taunts08.mp3}}<br />
<br />
'''[[Demoman]] [[Robots]]''' appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies. They are mechanical versions of the Demoman, with a single eye and [[Battery_Bandolier|6 batteries strapped to their chest]] in place of the Demoman's normal six grenades.<br />
== Normal Variants ==<br />
<br />
=== Demoman ===<br />
{{Robot loadout|icon=demoman|name=Demoman|primary=Grenade Launcher}}<br />
<br />
Your standard run of the mill Demomen wielding [[Grenade Launcher]]s. They often appear in large numbers and can pose a great threat to anyone unlucky enough to be caught in their hail of grenades.<br />
<br />
=== Demoknight ===<br />
<br />
{{Robot loadout|icon=demoknight|name=Demoknight|secondary=Chargin' Targe|melee=Eyelander|attribs={{buff|3 seconds of 100% critical chance on kill}}}}<br />
<br />
The '''Demoknight''' is a robotic counterpart of the human Demoman. A "sword-wielding maniac" appearing less often than normal Demoman robots, it uses the [[Chargin' Targe]] and the [[Eyelander]], allowing it to quickly cover distances by charging with the innate ability of its shield. This makes them more dangerous up close, but still unable to attack from distances due to the lack of the [[Grenade Launcher]]. If several players are close to it, it can go on a critical rampage, gaining 3 seconds of 100% critical chance on killing a player.<br />
<br />
== Giant Variants ==<br />
<br />
=== Giant Rapid Fire Demoman ===<br />
<br />
{{Robot loadout|icon=demoman|giant=y|name=Giant Rapid Fire Demoman<br>(Type 1)|primary=Grenade Launcher|attribs={{buff|3300 HP}}{{buff|+25% faster firing speed}}{{buff|+60% faster reload time}}{{nerf|-50% move speed}}{{nerf|Does not fire until fully reloaded}}}}<br />
{{Robot loadout|icon=demoman|giant=y|name=Giant Rapid Fire Demoman<br>(Type 2)|primary=Grenade Launcher|attribs={{buff|3000 HP}}{{buff|+50% firing speed}}{{nerf|-50% move speed}}{{nerf|Does not fire until fully reloaded}}}}<br />
A giant version of the regular Demoman robot that shoots a volley of grenades. There are two sub-variants: one fires 25% faster and reloads 60% faster, while the other fires 50% faster, but has no reload bonus and has 300 less health. Both variants do not fire until they have a full clip reloaded.<br />
<br />
=== Giant Demoknight ===<br />
<br />
{{Robot loadout|icon=demoknight|giant=y|name=Giant Demoknight|primary=Ali Baba's Wee Booties|secondary=Chargin' Targe|melee=Eyelander|hat=Prince Tavish's Crown|attribs={{buff|3300 HP}}{{buff|+50% knockback resistance}}{{buff|3 seconds of 100% critical chance on kill}}{{nerf|-50% move speed}}}}<br />
Wields the [[Eyelander]], [[Chargin' Targe]], [[Ali Baba's Wee Booties]], and [[Prince Tavish's Crown]]. It can charge like the Demoknight, but for a much shorter distance. Like the regular Demoknight robot, the Giant Demoknight gains 3 seconds of 100% critical chance on killing a player.<br />
<br />
=== Major Bomber ===<br />
<br />
{{Robot loadout|icon=demo bomber|giant=y|name=Major Bomber|primary=Grenade Launcher|hat=Prince Tavish's Crown|attribs={{buff|40,000 HP}}{{buff|+30% knockback resistance}}{{buff|+70% airblast knockback resistance}}{{buff|Extra +90% vertical airblast resistance}}{{buff|Regenerates 200 HP per second}}{{buff|100% crit chance}}{{buff|+80% faster firing speed}}{{buff|+70% faster reload rate}}{{buff|+200% clip size}}{{buff|+50% faster projectile speed}}{{buff|Provides 90% less rage}}{{nerf|-68% move speed}}{{nerf|Does not fire until fully reloaded}}}}<br />
An extremely large Demoman giant. This robot fires grenades that are always critical hits. Similar to the rapid-fire giants, this robot will not fire until it has a full clip reloaded. When it does, it will shoot out all its grenades in a rapid succession, killing anyone unaware or too close. Extreme caution is needed to take this robot down, as it has a massive pool of health, health regeneration, and critboosted grenades that can prove fatal.<br />
<br />
== Unused content ==<br />
*An unused Demoman Robot template exists for a "Chief Tavish" Demoman who possesses an identical loadout to the Giant Demoknight, but is larger, has 55,000 HP and regenerates 500 health per second.<br />
<br />
== Trivia ==<br />
* Demoman robots have a custom taunt in which they twice pump their left arm upward, then lift their crotch armor.<br />
* The crotch-smile on the Demoman Robot is the emoticon ":)" printed in a large font size onto a page of {{w|Continuous stationery|tractor-feed paper}}.<br />
*An early version of the Demoman Robot's head can be seen in the [[Engineer Update (teaser)]].<br />
<br />
== Gallery ==<br />
<gallery><br />
File:BLU Major Bomber.png|BLU Major Bomber.<br />
File:Demobot_red.png| An unused RED texture<br />
File:Giant_Demoknight.png|Giant Demoknight<br />
File:Giant_Demoman.png|Giant Demoman<br />
</gallery><br />
{{Robot Nav}}<br />
{{MannVsMachineNav}}<br />
[[Category:Demoman Robot]]<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Pyro_Robot&diff=1435523Pyro Robot2013-08-21T03:02:21Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{infobox class<br />
|image=Pyrobot_blu.png<br />
|health='''{{Metrics/Health|C=pyro}}''' <small>(Pyro, Flare Pyro)</small><br>'''3000''' <small>(Giant Pyro, Giant Flare Pyro)</small><br />
| speed='''{{Math/Relative speed|{{Metrics/Speed|C=pyro}}}}%''' <small>(Pyro, Flare Pyro)</small> <br>'''50%''' <small>(Giant Pyro, Giant Flare Pyro)</small><br />
}}<br />
{{Quotation|'''The Pyro-bot'''|Hudda hudda huuh!|sound=Pyro_mvm_battlecry02.mp3}}<br />
<br />
'''[[Pyro]] [[Robots]]''' appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies. They are mechanical versions of the Pyro, Unlike other robots, they are immune to afterburn, much like the Pyro.<br />
<br />
== Normal variants ==<br />
=== Pyro ===<br />
{{Robot loadout|icon=pyro|name=Pyro|primary=Flamethrower}}<br />
These robots are equipped with a [[Flame Thrower]] and attack up close. They may use their [[compression blast]] to deflect rockets, including those of [[Sentry Gun]]s, but they will not use it to extinguish teammates on [[fire]]. When Giant Robots appear with Pyro robots, the Pyros will cluster near the giants at the beginning of the wave and eventually scatter.<br />
<br />
=== Flare Pyro ===<br />
{{Robot loadout|icon=pyro flare|name=Flare Pyro|secondary=Flare Gun}}<br />
This less common variant wields the [[Flare Gun]], allowing it to attack outside of flamethrower range, although with some difficulty when a target is up close. Their movement behavior is similar to the normal Pyro.<br />
<br />
=== Pyro Pusher ===<br />
{{Robot loadout|icon=pyro flare|name=Pyro Pusher|secondary=Scorch Shot|attribs={{buff|100% crit chance}}{{buff|25% faster reload rate}}{{nerf|Shots travel at 35% speed}}}}<br />
Another less common variant wields a permanent crit-boosted [[Scorch Shot]]. They can reload faster but the flare travels slower, allowing players to dodge with ease. They can impose a greater threat because it can knock back an unlucky player and set anyone on fire in a small radius.<br />
<br />
== Giant Robots ==<br />
=== Giant Pyro ===<br />
{{Robot loadout|icon=pyro|giant=y|name=Giant Pyro|primary=Flamethrower|attribs={{buff|3000 HP}}{{buff|+40% knockback resistance}}{{nerf|-50% move speed}}}}<br />
Giant Pyro robots are equipped with a Flame Thrower and behave like their smaller counterparts.<br />
<br />
=== Giant Flare Pyro ===<br />
{{Robot loadout|icon=pyro flare|giant=y|name=Giant Flare Pyro|secondary=Detonator|hat=Old Guadalajara|attribs={{buff|3000 HP}}{{buff|+40% knockback resistance}}{{buff|+70% faster firing speed}}{{nerf|-50% move speed}}}}<br />
<br />
The Giant Flare Pyro robot wears an [[Old Guadalajara]] and is equipped with a [[Detonator]], which can fire accurate shots at a faster rate.<br />
<br />
== Unused content ==<br />
*Two unused Giant Pyro Robot templates exist, one named "Giant Airblast Pyro". Its [[Degreaser]] only does 0.05x damage but pushes opponents with five times the force. The second is named "Chief Pyro" and is equipped with the default Pyro loadout, but is larger, has 55,000 HP, regenerates 500 health per second and its airblast pushes opponents with two times the force.<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Pyrobot_red.png| An unused RED texture<br />
File:Giant_Pyro.png|Giant Pyro<br />
File:Giant_Flare_Pyro.png|Giant Flare Pyro<br />
File:Pyro_Pusher.png|Pyro Pusher<br />
</gallery><br />
<br />
{{Robot Nav}}<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Soldier_Robot&diff=1435519Soldier Robot2013-08-21T03:01:27Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Needing a Romevision Version of this robot.}}<br />
{{infobox class<br />
|image=Soldierbot_blu.png<br />
|health='''{{Metrics/Health|C=soldier}}''' <small>(Soldier, Buff Soldier, Extended Buff Soldiers)</small> <br>'''3800''' <small>(Giant Soldier, Giant Charged Soldier, Giant Rapid Fire Soldier)</small><br />
| speed='''{{Math/Relative speed|{{Metrics/Speed|C=soldier}}}}%''' <small>(Soldier, Buff Soldier, Extended Buff Soldiers)</small> <br>'''40%''' <small>(Giant Soldier, Giant Rapid Fire Soldier, Giant Charged Soldier)</small><br />
}}<br />
<br />
{{Quotation|'''The Soldier-bot'''|You are all weak! You are all bleeders!|sound=Soldier_mvm_taunts10.mp3}}<br />
<br />
'''[[Soldier]] [[Robots]]''' appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies.<br />
== Normal variants ==<br />
=== Soldier ===<br />
{{Robot loadout|icon=soldier|name=Soldier|primary=Rocket Launcher}}<br />
<br />
Soldier bots behave like human Soldiers, rushing into battle using with their [[Rocket Launcher]]s as a primary means of attack.<br />
By itself the Soldier bot isn't a terrible threat, but nothing in this game mode comes "alone". A squad of Soldier bots becomes a quick problem as you may be faced with a barrage of rockets coming your way.<br />
<br />
Soldier Robots reload when they have time, and fire when they see an enemy.<br />
=== Buff Soldier ===<br />
{{Robot loadout|icon=soldier buff|name=Buff Soldier|primary=Rocket Launcher|secondary=Buff Banner|melee=Shovel|attribs={{buff|Spawns with full rage}}}}<br />
Buff Soldiers have [[Buff Banner]]s and start with full rage. They use their banners as soon as they spawn, and can be dangerous if fought right when they enter the map.<br />
<br />
=== Extended Buff Soldiers ===<br />
{{Robot loadout|icon=soldier buff|name=Extended Buff Soldier|primary=Rocket Launcher|secondary=Buff Banner|melee=Shovel|attribs={{buff|Spawns with full rage}}{{buff|+800% longer buff duration}}}}<br />
{{Robot loadout|icon=soldier backup|name=Extended Backup Soldier|primary=Rocket Launcher|secondary=Battalion's Backup|melee=Shovel|attribs={{buff|Spawns with full rage}}{{buff|+800% longer buff duration}}}}<br />
{{Robot loadout|icon=soldier conch|name=Extended Conch Soldier|primary=Rocket Launcher|secondary=Concheror|melee=Shovel|attribs={{buff|Spawns with full rage}}{{buff|+800% longer buff duration}}}}<br />
{{Robot loadout|icon=soldier|name=Soldier|primary=Direct Hit|secondary=Buff Banner|melee=Shovel|attribs={{buff|Spawns with full rage}}{{buff|+800% longer buff duration}}}}<br />
With extended buffs that last up to 90 seconds long, these Soldiers can keep their allies beefed up for most of their journey across the map. They come in Buff Banner, [[Battalion's Backup]] and [[Concheror]] variants.<br />
<br />
Another variant of the Extended Buff Soldier, exclusive to [[Caliginous Caper (mission)|Caliginous Caper]], uses the [[Direct Hit]] in combination with the Buff Banner. Unlike the other variants, these Soldiers do not have "Extended Buff" in their names, and use the regular Soldier bot icon.<br />
<br />
== Giant Robots ==<br />
=== Giant Soldier ===<br />
{{Robot loadout|icon=soldier|giant=y|name=Giant Soldier|primary=Rocket Launcher|attribs={{buff|3800 HP}}{{buff|+60% knockback resistance}}{{nerf|-50% move speed}}{{nerf|Does not fire until fully reloaded}}}}<br />
A giant version of the regular Soldier robots, with greatly increased health, slower movement speed, but wielding the same Rocket Launcher as his smaller counterpart.<br />
=== Giant Rapid Fire Soldier ===<br />
{{Robot loadout|icon=soldier spammer|giant=y|name=Giant Rapid Fire Soldier|primary=Rocket Launcher|attribs={{buff|3800 HP}}{{buff|+60% knockback resistance}}{{buff|Fires twice as fast}}{{buff|400% faster reload}}{{nerf|-50% move speed}}{{nerf|-35% projectile speed}}}}<br />
Giant Rapid-Fire Soldiers fire rockets continuously, at a faster rate than regular Giant Soldiers.<br />
=== Giant Charged Soldier ===<br />
{{Robot loadout|icon=soldier crit|giant=y|name=Giant Charged Soldier|primary=Original|attribs={{buff|3800 HP}}{{buff|+60% knockback resistance}}{{buff|100% crit chance}}{{nerf|-50% move speed}}{{nerf|-50% projectile speed}}{{nerf|-20% slower reload}}}}<br />
Equipped with the [[Original]], Giant Charged Soldiers always fire [[critical hit]] rockets. The rockets move more slowly, though, at half the speed of regular rockets, and can be easily dodged by wary players. Players should be aware of its high health.<br />
=== Giant Burst Fire Soldier ===<br />
{{Robot loadout|icon=soldier spammer|giant=y|name=Giant Burst Fire Soldier|primary=Rocket Launcher|attribs={{buff|4200 HP}}{{buff|+60% knockback resistance}}{{buff|2.0x damage dealt}}{{buff|100% crit chance}}{{buff|60% faster reload rate}}{{buff|+80% faster firing speed}}{{buff|+5 rockets in clip}}{{nerf|-50% move speed}}{{nerf|-10% slower projectile speed}}{{nerf|Does not fire until fully reloaded}}}}<br />
Similar to the Giant Charged Soldier, but does not fire until it has a full clip reloaded. When it does, it will shoot a flurry of rockets that are shot out in a very rapid succession. Players should be aware of when it's firing and when it's reloading; an unaware and unattentive player will likely result in a quick death.<br />
<br />
=== Sergeant Crits ===<br />
{{Robot loadout|icon=soldier sergeant crits|giant=y|name=Sergeant Crits|primary=Rocket Launcher|hat=Tyrant's Helm|attribs={{info|1.9x larger in size}}<br>{{buff|60,000 HP}}{{buff|+60% knockback resistance}}{{buff|Extra +90% vertical airblast resistance}}{{buff|1.5x damage dealt}}{{buff|100% crit chance}}{{buff|Regenerates 250 HP per second}}{{buff|+30% faster projectile speed}}{{buff|+40% faster reload rate}}{{buff|+80% faster firing speed}}{{buff|+7 rockets in clip}}{{buff|Provides 90% less rage}}{{nerf|-50% move speed}}{{nerf|Does not fire until fully reloaded}}}}<br />
<br />
This is the juggernaut of all the Soldier robots. Similar to the Giant Soldier, Giant Charged Soldier and the Giant Burst Fire Soldier, it will not fire until it has a full clip reloaded. When it does, it will shoot all of its crit rockets in rapid succession, killing anyone who is unaware or even too close to the attack. All players must take extreme caution and make use of their canteens and the Kritzkrieg to eliminate this robotic threat, as its extremely high health, health regeneration and crit-boosted rockets can be a major problem.<br />
<br />
== Gallery ==<br />
<gallery><br />
File:BLU Sergeant Crits.png| Sergeant Crits<br />
File:BLU Giant Charged Soldier.png| Giant Charged Soldier<br />
File:Soldierbot_red.png| An unused RED texture<br />
</gallery><br />
<br />
{{Robot Nav}}<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Scout_Robot&diff=1435513Scout Robot2013-08-21T02:59:25Z<p>Tylerlinked: </p>
<hr />
<div>{{needimage|Super Scout and Bonk Scout pictures required. Also, Major League Scout needs to be re-done. In Addition, the Romevision Version of this robot is needed.}}<br />
{{infobox class<br />
| image = Scoutbot blu.png<br />
| health = '''{{Metrics/Health|C=scout}}''' <small>(Scout, Minor League Scout)</small><br>'''1200''' <small>(Super Scout)</small><br>'''1600''' <small>(Major League Scout)</small><br />
| speed = '''{{Math/Relative speed|{{Metrics/Speed|C=scout}}}}%''' <small>(Scout, Minor League Scout, Major League Scout)</small><br> '''266%''' <small>(Super Scout)</small><br />
}}<br />
{{Quotation|'''The Scout-bot''' on the disadvantages of organic bones|Man, your skull's so soft you're makin' this easy!|sound=Scout_mvm_misc04.mp3}}<br />
<br />
'''[[Scout]] [[Robots]]''' appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies.<br />
== Normal Variants ==<br />
<br />
=== Scout ===<br />
{{Robot loadout|icon=scout|name=Scout (Type 1)|melee=Bat}}<br />
{{Robot loadout|icon=scout|name=Scout (Type 2)|primary=Scattergun}}<br />
<br />
The regular Scout robots are the most common bots in [[Mann vs. Machine (game mode)|Mann vs. Machine]]. Like the regular Scout, they are fast but weak. To counteract their fragility, they often come in large numbers. Scout robots in early waves wield only the default [[bat]], making them a very minor threat. However, they can easily overrun a player in numbers if they get too close. Later, these robots are seen to wield the [[Scattergun]], making them more dangerous up close. Scout robots are intended more for running the bomb to the hatch rather than to pose a true threat to players, though it's still dangerous to get mobbed by Scout robots. In more advanced difficulties they sometimes appear with a permanent Crit boost, making them even more dangerous.<br />
<br />
=== Minor League Scout ===<br />
{{Robot loadout|icon=scout stun|name=Minor League Scout|melee=Sandman|hat=Batter's Helmet}}<br />
These Scouts are equipped with the [[Batter's Helmet]] and the [[Sandman]], which the robots use to a great extent. The Minor League Scout will attempt to stun players as it moves towards the bomb. If it manages to stun a player near enemies and no other players are nearby, it can pose a major threat, leaving players defenseless to the oncoming waves, but otherwise it poses no major threat. Unlike regular Scout robots, Minor League Scouts do not slow down when they pick up the bomb.<br />
<br />
=== Bonk Scout ===<br />
{{Robot loadout|icon=scout bonk|name=Scout|secondary=Bonk! Atomic Punch|melee=Bat|hat=Bonk Helm}}<br />
Bonk Scouts are equipped with [[Bonk! Atomic Punch]] and [[Bonk Helm]]s, hence their name. Upon spawning, Bonk Scouts immediately drink their Bonk! and barrel into the playing area. While it is invulnerable for the first few seconds of its life, it has no special characteristics once the effect wears off, and is likely to die before it can use the Bonk! again. Players should be wary of using explosives near the spawn point should they scatter the Scouts across the map.<br />
<br />
==Giant Variants==<br />
<br />
=== Super Scout ===<br />
{{Robot loadout|icon=scout giant fast|giant=y|name=Super Scout|melee=Holy Mackerel|misc1=Bonk Boy|attribs={{buff|1200 HP}}{{buff|Moves twice as fast}}{{buff|+30% knockback resistance}}}}<br />
The Super Scout is the fastest robot in the game, moving at double the regular Scout robots' pace, far outstripping any other robots or players. They can be identified by their [[Bonk Boy]] and are equipped with the [[Holy Mackerel]]. They are not dangerous in combat or particularly durable but they can very quickly deliver the bomb and end a round against poorly prepared teams. The Super Scout should be a high priority target, and slowing weapons such as [[Natascha]] will prove very useful against it.<br />
<br />
=== Major League Scout ===<br />
{{Robot loadout|icon=scout stun|giant=y|name=Major League Scout|melee=Sandman|hat=Batter's Helmet|misc1=Essential Accessories|attribs={{buff|1600 HP}}{{buff|+30% knockback resistance}}{{buff|Recharges baseball 10 times faster}}}}<br />
A bigger, badder version of the Minor League Scout, with the same loadout, though the Major League Scout can shoot his baseballs often, hitting a ball every second or so. The Major League Scout moves at the same speed as its smaller counterparts, but not quite as fast as the Super Scout. Nonetheless, the Major League Scout can often be the cause of a round failure, considering its speed and ability to stun players.<br />
<br />
== Unused content ==<br />
*Four unused Scout Robot templates exist: one with only the [[Holy Mackerel]], one fittingly named "[[Wrap Assassin]]", a Giant Scout with only the stock Scattergun and a "Major League" Giant Scout with the [[Cockfighter]], the [[Boston Boom-Bringer]], the [[Summer Shades]] and the Sandman who is extremely large, has 10,000 HP and moves 8 times faster than a normal Scout.<br />
*There is an unused "Scout bat" icon in the game's files.<br />
<br />
==Trivia==<br />
*The Scout Robots have a custom taunt in which they jump while spinning, then smack their bottom at the player.<br />
**The glow of the bomb carrier reveals this taunt is used instead of a drinking animation for Bonk Scouts.<br />
*A blueprint for a Scout Robot was visible in the [[Engineer Update (teaser)|Engineer Update Teaser]] [http://www.sourceop.com/hell-met/TF2/mvm.jpg]<br />
<br />
== Gallery ==<br />
<gallery><br />
File:BLU Major League Scout Fix.png|Major League Scout<br />
File:Scoutbot_red.png|An unused RED texture<br />
File:Leaderboard_class_scout_bat.png|Unused "Scout bat" icon<br />
</gallery><br />
<br />
{{Robot Nav}}<br />
[[category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Demoman_Robot&diff=1435510Demoman Robot2013-08-21T02:58:45Z<p>Tylerlinked: </p>
<hr />
<div>{{infobox class<br />
| image = Demobot_blu.png<br />
| health = '''175''' <small>(Demoman)</small> <br> '''150''' <small>(Demoknight)</small> <br> '''3000''' <small>(Giant Rapid Fire Demoman (Type 2))</small> <br>'''3300''' <small>(Giant Rapid Fire Demoman (Type 1), Giant Demoknight)</small><br />
| speed = '''93%''' <small>(Demoman, Demoknight)</small> <br>'''46.5%''' <small>(Giant Rapid Fire Demoman, Giant Demoknight)</small><br />
}}<br />
{{Quotation|'''The Demo-bot'''|Oh, they're goin' ta have to glue you back together...IN HELL!|sound=Demoman_mvm_taunts08.mp3}}<br />
<br />
'''[[Demoman]] [[Robots]]''' appear in [[Mann vs. Machine (game mode)|Mann vs. Machine]] as enemies. They are mechanical versions of the Demoman, with a single eye and [[Battery_Bandolier|6 batteries strapped to their chest]] in place of the Demoman's normal six grenades.<br />
== Normal Variants ==<br />
<br />
=== Demoman ===<br />
{{Robot loadout|icon=demoman|name=Demoman|primary=Grenade Launcher}}<br />
<br />
Your standard run of the mill Demomen wielding [[Grenade Launcher]]s. They often appear in large numbers and can pose a great threat to anyone unlucky enough to be caught in their hail of grenades.<br />
<br />
=== Demoknight ===<br />
<br />
{{Robot loadout|icon=demoknight|name=Demoknight|secondary=Chargin' Targe|melee=Eyelander|attribs={{buff|3 seconds of 100% critical chance on kill}}}}<br />
<br />
The '''Demoknight''' is a robotic counterpart of the human Demoman. A "sword-wielding maniac" appearing less often than normal Demoman robots, it uses the [[Chargin' Targe]] and the [[Eyelander]], allowing it to quickly cover distances by charging with the innate ability of its shield. This makes them more dangerous up close, but still unable to attack from distances due to the lack of the [[Grenade Launcher]]. If several players are close to it, it can go on a critical rampage, gaining 3 seconds of 100% critical chance on killing a player.<br />
<br />
== Giant Variants ==<br />
<br />
=== Giant Rapid Fire Demoman ===<br />
<br />
{{Robot loadout|icon=demoman|giant=y|name=Giant Rapid Fire Demoman<br>(Type 1)|primary=Grenade Launcher|attribs={{buff|3300 HP}}{{buff|+25% faster firing speed}}{{buff|+60% faster reload time}}{{nerf|-50% move speed}}{{nerf|Does not fire until fully reloaded}}}}<br />
{{Robot loadout|icon=demoman|giant=y|name=Giant Rapid Fire Demoman<br>(Type 2)|primary=Grenade Launcher|attribs={{buff|3000 HP}}{{buff|+50% firing speed}}{{nerf|-50% move speed}}{{nerf|Does not fire until fully reloaded}}}}<br />
A giant version of the regular Demoman robot that shoots a volley of grenades. There are two sub-variants: one fires 25% faster and reloads 60% faster, while the other fires 50% faster, but has no reload bonus and has 300 less health. Both variants do not fire until they have a full clip reloaded.<br />
<br />
=== Giant Demoknight ===<br />
<br />
{{Robot loadout|icon=demoknight|giant=y|name=Giant Demoknight|primary=Ali Baba's Wee Booties|secondary=Chargin' Targe|melee=Eyelander|hat=Prince Tavish's Crown|attribs={{buff|3300 HP}}{{buff|+50% knockback resistance}}{{buff|3 seconds of 100% critical chance on kill}}{{nerf|-50% move speed}}}}<br />
Wields the [[Eyelander]], [[Chargin' Targe]], [[Ali Baba's Wee Booties]], and [[Prince Tavish's Crown]]. It can charge like the Demoknight, but for a much shorter distance. Like the regular Demoknight robot, the Giant Demoknight gains 3 seconds of 100% critical chance on killing a player.<br />
<br />
=== Major Bomber ===<br />
<br />
{{Robot loadout|icon=demo bomber|giant=y|name=Major Bomber|primary=Grenade Launcher|hat=Prince Tavish's Crown|attribs={{buff|40,000 HP}}{{buff|+30% knockback resistance}}{{buff|+70% airblast knockback resistance}}{{buff|Extra +90% vertical airblast resistance}}{{buff|Regenerates 200 HP per second}}{{buff|100% crit chance}}{{buff|+80% faster firing speed}}{{buff|+70% faster reload rate}}{{buff|+200% clip size}}{{buff|+50% faster projectile speed}}{{buff|Provides 90% less rage}}{{nerf|-68% move speed}}{{nerf|Does not fire until fully reloaded}}}}<br />
An extremely large Demoman giant. This robot fires grenades that are always critical hits. Similar to the rapid-fire giants, this robot will not fire until it has a full clip reloaded. When it does, it will shoot out all its grenades in a rapid succession, killing anyone unaware or too close. Extreme caution is needed to take this robot down, as it has a massive pool of health, health regeneration, and critboosted grenades that can prove fatal.<br />
<br />
== Unused content ==<br />
*An unused Demoman Robot template exists for a "Chief Tavish" Demoman who possesses an identical loadout to the Giant Demoknight, but is larger, has 55,000 HP and regenerates 500 health per second.<br />
<br />
== Trivia ==<br />
* Demoman robots have a custom taunt in which they twice pump their left arm upward, then lift their crotch armor.<br />
* The crotch-smile on the Demoman Robot is the emoticon ":)" printed in a large font size onto a page of {{w|Continuous stationery|tractor-feed paper}}.<br />
*An early version of the Demoman Robot's head can be seen in the [[Engineer Update (teaser)]].<br />
<br />
== Gallery ==<br />
<gallery><br />
File:BLU Major Bomber.png|BLU Major Bomber.<br />
File:Demobot_red.png| An unused RED texture<br />
File:Giant_Demoknight.png|Giant Demoknight<br />
File:Giant_Demoman.png|Giant Demoman<br />
</gallery><br />
{{Robot Nav}}<br />
{{MannVsMachineNav}}<br />
[[Category:Demoman Robot]]<br />
[[Category:Mann vs. Machine]]</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Shogun%27s_Shoulder_Guard&diff=1422480Shogun's Shoulder Guard2013-07-28T15:08:45Z<p>Tylerlinked: </p>
<hr />
<div>{{Item infobox<br />
| type = misc<br />
| image = Shogun's Shoulder Guard.png<br />
| team-colors = yes<br />
| used-by = [[Soldier]]<br />
| equip-region = arms<br />
| contributed-by = {{Backpack Item Link|76561197978393191|1789134786}}<br>{{Backpack Item Link|76561197984171607|1790229505}}<br />
| released = {{Patch name|07|10|2013}}<br />
| availability = {{avail|crate63}}<br />
| trade = yes<br />
| gift = yes<br />
| paint = yes<br />
| rename = yes<br />
| numbered = no<br />
| loadout = yes<br />
| quality = unique<br />
| level = Level 1-100 Armor<br />
| item-description = The next time some bleeding heart cries on your shoulder about the state of the environment, he can slam his tear ducts into the Shogun. This shoulder is CLOSED!<br />
}}<br />
<br />
{{Quotation|'''The Soldier''' on ancient Asian fighting styles|If fighting is sure to result in victory, then you must fight! Sun Tzu said that, and I'd say he knows a little more about fighting than you do pal, because he INVENTED IT!}}<br />
The '''Shogun's Shoulder Guard''' is a [[Steam Workshop|community-created]] [[miscellaneous item]] for the [[Soldier]]. It is a team-colored left arm guard, consisting of a gauntlet and a pauldron, of Samurai armor, with a [[Soldier]] [[class]] icon on a brown flap that covers his hand. It also changes the Soldier's default undershirt to a samurai robe.<br />
<br />
The Shogun's Shoulder Guard was [http://steamcommunity.com/sharedfiles/filedetails/?id=88450321 contributed] to the [[Steam Workshop]] under the name "The Shogun's Guard".<br />
<br />
== Painted variants ==<br />
{{Painted variants}}<br />
<br />
== Update history ==<br />
'''{{Patch name|7|10|2013}}'''<br />
*The Shogun's Shoulder Guard was added to the game.<br />
<br />
== Trivia ==<br />
*A Shogun is a military leader in Japan.<br />
*The item description references Japan's previous longstanding [[w:Sakoku|closed door policy]].<br />
<br />
{{Summer2013Nav}}<br />
{{HatNav}}<br />
{{Soldier Nav}}</div>Tylerlinkedhttps://wiki.teamfortress.com/w/index.php?title=Shogun%27s_Shoulder_Guard&diff=1422478Shogun's Shoulder Guard2013-07-28T15:06:39Z<p>Tylerlinked: </p>
<hr />
<div>{{Item infobox<br />
| type = misc<br />
| image = Shogun's Shoulder Guard.png<br />
| team-colors = yes<br />
| used-by = [[Soldier]]<br />
| equip-region = arms<br />
| contributed-by = {{Backpack Item Link|76561197978393191|1789134786}}<br>{{Backpack Item Link|76561197984171607|1790229505}}<br />
| released = {{Patch name|07|10|2013}}<br />
| availability = {{avail|crate63}}<br />
| trade = yes<br />
| gift = yes<br />
| paint = yes<br />
| rename = yes<br />
| numbered = no<br />
| loadout = yes<br />
| quality = unique<br />
| level = Level 1-100 Armor<br />
| item-description = The next time some bleeding heart cries on your shoulder about the state of the environment, he can slam his tear ducts into the Shogun. This shoulder is CLOSED!<br />
}}<br />
<br />
{{Quotation|'''The Soldier''' on ancient Chinese fighting styles|If fighting is sure to result in victory, then you must fight! Sun Tzu said that, and I'd say he knows a little more about fighting than you do pal, because he INVENTED IT!}}<br />
The '''Shogun's Shoulder Guard''' is a [[Steam Workshop|community-created]] [[miscellaneous item]] for the [[Soldier]]. It is a team-colored left arm guard, consisting of a gauntlet and a pauldron, of Samurai armor, with a [[Soldier]] [[class]] icon on a brown flap that covers his hand. It also changes the Soldier's default undershirt to a samurai robe.<br />
<br />
The Shogun's Shoulder Guard was [http://steamcommunity.com/sharedfiles/filedetails/?id=88450321 contributed] to the [[Steam Workshop]] under the name "The Shogun's Guard".<br />
<br />
== Painted variants ==<br />
{{Painted variants}}<br />
<br />
== Update history ==<br />
'''{{Patch name|7|10|2013}}'''<br />
*The Shogun's Shoulder Guard was added to the game.<br />
<br />
== Trivia ==<br />
*A Shogun is a military leader in Japan.<br />
*The item description references Japan's previous longstanding [[w:Sakoku|closed door policy]].<br />
<br />
{{Summer2013Nav}}<br />
{{HatNav}}<br />
{{Soldier Nav}}</div>Tylerlinked