Difference between revisions of "Mann vs. Machine (update)/cs"

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{{DISPLAYTITLE:Mann vs. Machine (update)}}
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{{Cleanup}}
{{Cleanup|Translated from the English version of the outdated. (Článek vytvořen z neaktuální anglické verze, prosím upravte.)}}
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{{hatnote|This article is about the game mode. For other uses, please see [[Mann vs. Machine (disambiguation)]].}}
{{Hatnote|Tento článek popisuje update pro Team Fortress 2. Pro herní mód se podívejte sem "[[Mann vs. Machine (game mode)/cs|Mann vs. Machine (game mode)]]"; pro trailer, sem "[[Mann vs. Machine (video)/cs|Mann vs. Machine (video)]]"}}
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[[Image:Coal Town base.png|thumb|right|300px|The bomb hatch at Coal Town]]
{{Patch info|8|15|2012}}.
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{{Quotation|1='''Mann vs. Machine publicity blurb'''|2=Gray Mann has built an unstoppable automaton army with a single purpose: to destroy all things Mann Co. Luckily for you, the majority of this robot legion is equipped with basic weaponry that could never level an entire building. Unluckily, they also have access to giant bombs, which they’d drag through hell if it meant dropping one in a Mann Co. bombhole. And it’s up to you to stop them.}}
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'''Mann vs. Machine''' is a co-op game mode released in [[Mann vs. Machine (update)|the update of the same name]]. In Mann vs. Machine, a team up to six players attempts to prevent a horde of AI-controlled [[robots]] from carrying a bomb to their base. Players can purchase [[Upgrade Station|upgrades]] for their weapons using in-game currency, called [[credits]]. All purchased upgrades will last for the duration of the game. If a player leaves during the game for any reason, providing they reconnect, their upgrades will be retained as well as their credits spent and remaining.
  
{{Quotation|'''Saxton Hale; TF2 Official Website'''|Alright, enough reading advice. It's man-to-man talk time. I am not going to lie to you: I am going to have to lie to you. You men are '''absolutely''' prepared to deal with this, and '''you are going to be just fine'''. Right. End of lie. Now get ready to absorb some bullets so they don’t hit my factories.}}
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The only achievements obtainable in Mann vs. Machine are the [[Mann vs. Machievements]].
[[File:mvm logo.png|right|500px|link=http://www.teamfortress.com/mvm/]]
 
  
'''Mann vs. Machine''', velká aktualizace pro Team Fortress 2, oznámena 13. srpna 2012 a následně vydána 15. srpna 2012.
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Mann vs. Machine uses a separate set of "Best Moments" and thus keeps track of a separate performance report. These will appear after the usual set of "Best Moments" as a client connects to a server.
  
== Den první: Machines ==
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The game mode currently has five difficulties: Normal, Intermediate, Advanced, Expert, and Nightmare. Contrary to popular belief, Nightmare difficulty is actually easier than Expert difficulty and, oftentimes, Advanced difficulty.
Oznámen nový kooperativní mód pro tým šesti hráčů bojující proti hordám botů, také oznámena nová mapa [[Mannworks/cs|Mannworks]] a speciální třídy robotů pro nový mód. Pro nový mód byl vydán [[Mann vs. Machine (video)/cs|trailer]].
 
  
=== Roboty ===
+
== Videos ==
{{main|Robots/cs|l1=Roboty}}
+
{| style="margin: 1em auto 1em auto;"
 +
|-
 +
! width="150" | Trailer
 +
! width="150" | Instructional Film
 +
|- align="center"
 +
| {{youtube|C4cfo0f88Ug|width=450}}
 +
| {{youtube|eQX3M6t1LlY|width=450}}
 +
|-
 +
! width="150" colspan= 2 | The Sound Of Medicine
 +
|- align="center"
 +
| colspan=2 | {{youtube|fbOBcHGwWDg|width=450}}
 +
|-
 +
|}
 +
 
 +
== Mechanics ==
 +
The team is attacked by a horde of AI-controlled robots, and must try to prevent the robots from successfully delivering a bomb to the players' base (as in [[Payload]]). Each robot destroyed provides the players with [[credits]] (when one player collects a money pile, it is divided equally amongst the players). At any time during the match, the players have the chance to upgrade their weapons at an [[Upgrade Station]] inside the base using this money. They may also upgrade abilities for their current class. All upgrade abilities are kept, even while switching to a different class (though classes can not be switched during a wave), but the purchased abilities are only available for the class that they were purchased for. If the players lose against the robots, the game will restart from the beginning of the round that the players lost. There are an infinite amount of restarts.
 +
 
 +
=== Robots ===
 +
{{main|Robots}}
 +
Most of the robot horde is made up of plain robotic versions of all nine classes, including basic or mediocre weaponry. However, there are also a number of [[Robots#Special Robots|special robots]] with unique abilities.
 +
 
 +
While a robot carries a bomb, it loses half of its speed. However, the bomb-carrying robot receives buffs, which increase over time. A HUD graphic displays the amount of time until the next buff. Buffs are activated by the bomb carrier via taunting, setting off [[Media:Mvm warning.wav|an accompanying audio cue.]] These buffs are divided into three stages, which stack together:
  
==== Speciální Roboty ====
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{| class="wikitable grid" style="text-align:center;"
Většina roborů je jakákoliv třída (kromě [[Engineer/cs|Engineera]]) vybavená základními zbraněmi, ale existují i speciální roboty:
+
|- style="height: 20px;"
{| class="wikitable grid" style="border:1px solid #333;"
+
! class="header" | Stages
! class="header" width="150px" style="background: #333; color: white; border:1px solid #333;" | Stroj
+
! class="header" | Upgrades
! class="header" width="100px" style="background: #333; color: white; border:1px solid #333;" | Předloha
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! class="header" | Time Interval<br \>(Seconds)
! class="header" width="150px" style="background: #333; color: white; border:1px solid #333;" | Vybaven
 
! class="header" width="350px" style="background: #333; color: white; border:1px solid #333;" | Schopnosti
 
 
|-
 
|-
| style="border:1px solid #333;" | [[Image:Leaderboard class scout stun.png|20px]] '''[[Minor League Scout/cs|Minor League Scout]]'''
+
| [[File:Bomb carrier defense.png|25px|left]] '''First stage'''
| style="border:1px solid #333;" | {{Class link|Scout}}
+
| Defensive buff, shared with all nearby robots
| style="border:1px solid #333;" | [[Sandman/cs|Sandman]]<br>[[Batter's Helmet/cs|Batter's Helmet]]
+
| 5
| style="border:1px solid #333;" |
 
* Používá [[Sandman/cs|Sandman]] k dočasnému omráčení
 
 
|-
 
|-
| style="border:1px solid #333;" | [[Image:Leaderboard class demoknight.png|20px]] '''[[The Demoknight/cs|Demoknight]]'''
+
| [[File:Bomb carrier health.png|25px|left]] '''Second stage'''
| style="border:1px solid #333;" | {{Class link|Demoman}}
+
| 45 health regenerated per second
| style="border:1px solid #333;" | [[Eyelander/cs|Eyelander]]<br>[[Chargin' Targe/cs|Chargin' Targe]]
+
| 15
| style="border:1px solid #333;" |
 
* Útok mečem
 
* Může se pohybovat velmi rychle díky chargingu
 
 
|-
 
|-
| style="border:1px solid #333;" | [[Image:Leaderboard class heavy steelfist.png|20px]] '''[[Steel Gauntlet/cs|Steel Gauntlet]]'''
+
| [[File:Bomb carrier crits.png|25px|left]] '''Final stage'''
| style="border:1px solid #333;" rowspan="3" | {{Class link|Heavy}}
+
| Unlimited [[critical hits]]
| style="border:1px solid #333;" | [[Fists of Steel/cs|Fists of Steel]]
+
| 15
| style="border:1px solid #333;" |
+
|}
* Velmi odolní
+
 
* Odolní vůči poškození
+
Giant robots cannot receive the buffs nor lose speed when carrying the bomb.
* Dobrý se svými pěstmi
+
 
 +
=== Abilities and Upgrades ===
 +
{{main|Upgrade Station}}
 +
{{see also|Credits}}
 +
[[File:MvM_Upgrade_UI.png|thumb|right|A sample weapon upgrade menu for the [[Grenade Launcher]].]]
 +
Players may use their accumulated credits at an Upgrade Station to fill their [[Power Up Canteen|Canteens]] with a buff&mdash;such as personal [[ÜberCharge]], a five-second [[critical hit]] boost, or [[ammunition]] refill&mdash;or an ability such as rapid building upgrades for [[Engineer]]s or the ability to teleport back to the spawn point. All of these Canteens each provide up to three uses and must be filled with the same buff.
 +
 
 +
Players may also purchase personal abilities for themselves or for upgraded weapons.
 +
 
 +
{| class="wikitable"
 +
! class="header" text-align:center;" rowspan="1" | {{class link|Scout}}
 +
|  
 +
* Upgraded [[Mad Milk]] slows affected enemies.
 +
* Upgraded [[Sandman]] marks robots for death when hit by the baseball, dealing mini crits to marked robots.
 +
** Remember: The Scout can mark only one robot for death at a time. If the baseball marks another robot, the previous marked robot is no longer marked.
 +
* All Scouts have the following innate skills:
 +
** Extra-large cash collection radius.
 +
** Health boosts from collected cash.
 +
** Instant respawns.
 
|-
 
|-
| style="border:1px solid #333;" | [[Image:Leaderboard class heavy champ.png|20px]] [[Image:Leaderboard class heavy urgent.png|20px]] '''[[Heavyweight champ/cs|Heavyweight champ]]'''
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! class="header" | {{class link|Soldier}}
| style="border:1px solid #333;" [[Killing Gloves of Boxing/cs|Killing Gloves of Boxing]]<br>[[Gloves of Running Urgently/cs|Gloves of Running Urgently]]<br>[[Pugilist's Protector/cs|Pugilist's Protector]]
+
|  
| style="border:1px solid #333;" |
+
* Upgraded [[Buff Banner]] can empower entire team for a longer time.
* Nepotřebuje zbraň zmátí vás
+
* Upgraded [[Rocket Launcher]] to increase damage, firing speed, reload speed and projectile speed.
* Útočí ve skupině
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* "Rocket Specialist" upgrade increases projectile speed and radius, stuns targets, and lowers [[Damage#Distance and randomness modifier|damage falloff]].
 
|-
 
|-
| style="border:1px solid #333;" | [[Image:Leaderboard class heavy mittens.png|20px]] '''[[Heavy Mittens/cs|Heavy Mittens]]''' <br>
+
! class="header" | {{class link|Pyro}}
| style="border:1px solid #333;" |  [[Holiday Punch/cs|Holiday Punch]]
+
|
| style="border:1px solid #333;" |
+
* Upgraded [[Compression blast|airblast]] pushes targets further.
* Neustálí krit
+
* Use airblasts to separate [[Medic]] robots from their targets and push bomb-carrying robots into mineshafts.
* Po úderu, se musíte bezmocně smát
+
* Upgraded [[Flare Gun]] becomes a lethal long range weapon.
 
|-
 
|-
| style="border:1px solid #333;" | [[Image:Leaderboard class medic.png|20px]] '''[[Quick-Fix Medic/cs|Quick-Fix Medic]]'''
+
! class="header" | {{class link|Demoman}}
| style="border:1px solid #333;" rowspan="2" | {{Class link|Medic}}
+
|
| style="border:1px solid #333;" | [[Quick-Fix/cs|Quick-Fix]]
+
* Use a Critical Hit Boost canteen to lay deadly sticky traps.
| style="border:1px solid #333;" |
+
* Use damage-upgraded Sticky Bomb clusters to instantly destroy all but the strongest targets.
* Lečí rychle
 
* Nepoužívá [[ÜberCharge/cs|ÜberCharge]]
 
 
|-
 
|-
| style="border:1px solid #333;" | [[Image:Leaderboard class medic uber.png|20px]] '''[[Medic Robot/cs#Über Medic|Über Medic]]'''
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! class="header" | {{class link|Heavy}}
| style="border:1px solid #333;" | [[Medi Gun/cs|Medi Gun]]
+
|
| style="border:1px solid #333;" |
+
* Upgraded rounds pass through multiple targets.
* Má rád ÜberCharge
+
* Upgraded [[Minigun]] can shoot down projectiles.
 +
* Upgraded Heavy can generate rage, causing rounds to knock back enemies.
 
|-
 
|-
| style="border:1px solid #333;" | [[Image:Leaderboard class sniper bow.png|20px]] '''[[Bowman/cs|Bowman]]'''
+
! class="header" | {{class link|Engineer}}
| style="border:1px solid #333;" rowspan="2" | {{Class link|Sniper}}
+
|
| style="border:1px solid #333;" | [[Huntsman/cs|Huntsman]]
+
* Upgraded Engineer can build a second, disposable [[Mini-Sentry]].
| style="border:1px solid #333;" |
+
* Use a Critical Hit Boost canteen to temporarily boost Sentry Gun to twice its firing speed.
* Míří přesně
+
* Remember: The [[Wrangler]] excels against long-range targets.
* Rychle střílí
 
 
|-
 
|-
| style="border:1px solid #333;" | [[Image:Leaderboard class sniper sydneysleeper.png|20px]] '''[[Sydney Sniper/cs|Sydney Sniper]]'''
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! class="header" | {{class link|Medic}}
| style="border:1px solid #333;" | [[Sydney Sleeper/cs|Sydney Sleeper]]
+
|
| style="border:1px solid #333;" |
+
* Upgraded [[Projectiles#Syringes|Syringes]] apply [[Mad Milk]] effect, healing allies 60% of damage dealt.
* Střílí šípky s [[Jarate/cs|Jarate]]
+
* Upgraded [[Medi Gun]] or [[Kritzkrieg]] boosts overheal amount and duration.
|}
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* Upgraded Medic can deploy a Projectile Shield:
 
+
** Medi Guns build Energy by healing, reviving and taking damage under Invuln ÜberCharge.
==== Gigantyčtí Roboti ====
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** When active, blocks all projectiles and damages enemies on contact.
Gigantyčtí Roboti jsou větší a odolnější než běžní roboty, ale pohybují se poloviční rychlostí. Každý Gigantycký Robot má unikátní schopnosti.
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* "Healing Mastery" upgrade increases heal rate, revive rate, and self-regen rate.
{| class="wikitable grid"
+
* "Overheal Expert" upgrade increases Overheal limit and duration.
! class="header" width="150px" style="background: #333; color: white; border:1px solid #333;" | Stroj
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* "Canteen Specialist" upgrade can share canteen charges, as well as increase effect duration and lower cost.
! class="header" width="100px" style="background: #333; color: white; border:1px solid #333;" | Předloha
 
! class="header" width="525px" style="background: #333; color: white; border:1px solid #333;" | Schopnosti
 
 
|-
 
|-
| style="border:1px solid #333;" | [[Image:Leaderboard class scout giant fast.png|20px]] '''[[Scout Robot/cs#Super Scout|Super Scout]]'''
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! class="header" | {{class link|Sniper}}
| style="border:1px solid #333;" | {{Class link|Scout}}
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|
| style="border:1px solid #333;" | I když má poloviční rychlost než normální Scout je pořád dost rychlí, velmi nebezpečný s bombou.
+
* Upgraded [[Jarate]] slows affected enemies.
 +
* Upgraded [[Sniper Rifle]] rounds and [[Huntsman]] arrows pass through multiple targets.
 +
* Combine Jarate and [[bleed]] effect on rounds and arrows to take down larger enemies.
 +
* Upgraded Sniper Rifle rounds can cause explosive headshots, dealing damage to surrounding enemies.
 
|-
 
|-
| style="border:1px solid #333;" | [[Image:Leaderboard class soldier spammer.png|20px]] '''[[Soldier Robot/cs#Giant Rapid Fire Soldier|Rapid Fire Soldier]]'''
+
! class="header" | {{class link|Spy}}
| style="border:1px solid #333;" | {{Class link|Soldier}}
+
|
| style="border:1px solid #333;" | Neustále střílí. Nestůj na jednom místě příliš dlouho.
+
* Upgraded [[Sapper]] can disable groups of regular robots and slow Giants.
 +
* Spies' [[disguise]]s fool all robot enemies; robots may detect a nearby [[backstab]], and will always detect a Spy who is on [[fire]].
 +
* Upgraded [[Knife]] can penetrate armor, allowing increasing effectiveness against Giants.
 
|-
 
|-
| style="border:1px solid #333;" | [[Image:Leaderboard class heavy deflector.png|20px]] '''[[Heavy Robot/cs#Giant Deflector Heavy|Deflector Heavy]]'''
 
| style="border:1px solid #333;" | {{Class link|Heavy}}
 
| style="border:1px solid #333;" | Může sestřelit projektily, např rakety, granáty...
 
 
|}
 
|}
  
Další varianty, které nebyly oznámeny na aktualizační stránce.
+
== Gameplay ==
 +
For the sake of identification, all human players are dressed as RED and identified as team DEFENDERS while all robots use BLU colors in their visual effects and in the kill feed. Games are played in waves, each containing a pre-set number of enemies. Various support classes also spawn in periodically until the wave is over.
 +
 
 +
Before each wave begins, Defenders are shown relevant information in the top HUD, such as the enemies the next wave will contain, the current wave, and the number of waves for that mission. Pre-set enemies have a number under each icon to indicate how many will be present in the wave, while support classes are listed to the right-hand side. A flashing blue icon means that the enemy or enemies will always fire [[critical hit]]s. During pre-wave intervals, Engineers are able to instantly place level 3 buildings and Medics have a notably faster [[ÜberCharge]] fill rate.
 +
 
 +
When at least three players enter a Mann vs. Machine server, the option to ready up is enabled. Once one player declares they are ready, a 150-second countdown clock begins. As more players ready up, the countdown clock reduces to a minimum of 30 seconds until all players are ready. When all players are ready, the countdown reduces to 10 seconds. When the countdown ends, the wave begins. Players joining the server during the countdown will not increase the time.
 +
 
 +
When the wave begins, the top HUD will change to show a strength gauge to depict the quantity of pre-set enemies left. Robots will begin spawning in the battlefield in groups. Until they are on platforms that are accessible by players, attacking a robot will do nothing but cause them to glow as if they were ÜberCharged. During the wave, information about certain enemies may appear in the top HUD and will be announced by the [[Administrator]] (the [[Sniper]] is not announced by the [[Administrator]]. Rather, the players automatically announce the prevalence of [[Sniper]]s. They may also announce the prevalence of [[Tank]]s and [[Sentry Buster]]s as well).
 +
 
 +
* '''[[Sentry Buster]]''' - Sentry Busters are large, bipedal pressure mines that will run, stop, and self-destruct near [[Sentry Gun]]s. If an Engineer is moving their Sentry Gun, the Sentry Buster will chase them until they stop. These enemies only appear in response to effective Sentry Guns built by an [[Engineer]] on the defending team and will spawn more often if there are multiple effective Sentry Guns.  A common strategy is for the [[Engineer]] to pick up their Sentry and run away from other players on the map and touch the Sentry Buster.  This will cause the Sentry Buster to stop and it will explode. Another common strategy is for the Engineer to sacrifice their Sentry Gun by allowing the Sentry Buster to destroy it in a safe location.  This will stop the Sentry Busters from spawning for a period of time.
 +
* '''[[Tank Robot|Tank]]''' - Heavily-armored tanks will enter the field from specific entry points. They won't attack but will move implacably towards the bomb hatch until they are destroyed or reach their destination. They may crush any unfortunate player or robot that gets stuck between them and a wall. Tanks do not need to carry or retrieve the main bomb, as each one contains its own.
 +
* '''[[Sniper Robot|Sniper]]''' - Sniper Robots spawn like regular robots, but will mostly try to snipe players from higher platforms instead of running with the horde. All Sniper Robots except those carrying the [[Huntsman]] are unable to [[headshot]].
 +
* '''[[Spy Robot|Spy]]''' - Unlike other robots, Spy Robots may spawn anywhere where players aren't looking in the field by use of their [[Invisibility Watch|cloaking]]. They can [[Disguise Kit|disguise]] as friendly players, [[backstab]] players, and can [[Sapper|sap]] Engineer [[buildings]]. The Announcer will call out the number of Spy Robots remaining after each successive one is killed.
 +
* '''[[Engineer Robot|Engineer]]''' - Engineer Robots can enter in two ways - one, more common variation of the robot will teleport into the map near the bomb, while two rarer versions with half of the health will enter normally. Upon reaching a predetermined nest area, the Robot Engineer commences building a [[Teleporter]], which acts as a forward spawn point for the robots, and a [[Sentry Gun]] to defend it.
 +
 
 +
After each successful wave, the defenders will be evaluated based on how well money was collected (with a credit rating ranging from '''F''' to '''A+'''). If all the piles of money are collected (the A+ grade), the team will earn a $100 bonus. Once a mission is completed, the defenders will be given a final evaluation, and the server will load the next Mann vs. Machine map after an interval of 20 seconds.
 +
 
 +
== Abandoning ==
 +
[[Image:Mann vs Machine Matchmaking Low Priority.jpg|thumb|right|300px|An example of the matchmaking screen when the penalty is applied]]
 +
Introduced in the {{Patch name|10|17|2012}}, rules regarding players "abandoning" games have been implied.
 +
A player is considered to have "abandoned" a game if they meet all of the following criteria:
 +
* Leave a game while playing a Mann Up game on an official server; and
 +
* Have not played through a single wave to completion or failure; and
 +
* There are 5 or more players currently connected to the server (including the player).
 +
If they meet all of the criteria repeatedly, the player will temporarily be placed in a low-priority queue, resulting in a significantly longer wait upon matchmaking.
  
{| class="wikitable grid"
+
Otherwise, it is safe to disconnect a game without being considered "abandoning" the game.
! class="header" width="150px" style="background: #333; color: white; border:1px solid #333;" | Stroj
 
! class="header" width="100px" style="background: #333; color: white; border:1px solid #333;" | Předloha
 
! class="header" width="525px" style="background: #333; color: white; border:1px solid #333;" | Schopnosti
 
|-
 
| style="border:1px solid #333;" | [[Image:Leaderboard class scout stun.png|20px]] '''[[Scout Robot/cs#Major League Scout|Major League Scout]]'''
 
| style="border:1px solid #333;" | {{Class link|Scout}}
 
| style="border:1px solid #333;" | Házi míček mnohem častěji než by normálně mohl.
 
|-
 
| style="border:1px solid #333;" | [[Image:Leaderboard class soldier crit.png|20px]] '''[[Soldier Robot/cs#Giant Charged Soldier|Giant Charged Soldier]]'''
 
| style="border:1px solid #333;" | {{Class link|Soldier}}
 
| style="border:1px solid #333;" | Střílí pomaleji, ale kritické rakety.
 
|-
 
| style="border:1px solid #333;" | [[Image:Leaderboard class pyro.png|20px]] '''[[Pyro Robot/cs#Giant Pyro|Giant Pyro]]'''
 
| style="border:1px solid #333;" rowspan="2"| {{Class link|Pyro}}
 
| style="border:1px solid #333;" | Odfukuje projektily zpět ke střelci.
 
|-
 
| style="border:1px solid #333;" | [[Image:Leaderboard class pyro.png|20px]] '''[[Pyro Robot/cs#Giant Flare Pyro|Giant Flare Pyro]]'''
 
| style="border:1px solid #333;" | Světlice střílí rychle a přesně.
 
|-
 
| style="border:1px solid #333;" | [[Image:Leaderboard class demoman.png|20px]] '''[[Demoman Robot/cs#Giant Rapid Fire Demoman|Rapid Fire Demoman]]'''
 
| style="border:1px solid #333;" | {{Class link|Demoman}}
 
| style="border:1px solid #333;" | Granáty střílí rychle a přesně.
 
|}
 
  
==== Sentry Buster ====
+
If a player presses the disconnect button, the player will receive a message telling them whether it is safe to leave. The player will either abandon the game with a penalty or without depending on the occasion. However, if the player leaves by other means (such as changing server via the [[console]] or the in-game Steam HUD), they will not receive a message and may get a penalty without being notified.
Sentry Buster, robot navržen k zničení Sentry Gunů.
 
{| class="wikitable grid"
 
! class="header" width="150px" style="background: #333; color: white; border:1px solid #333;" | stroj
 
! class="header" width="100px" style="background: #333; color: white; border:1px solid #333;" | Předloha
 
! class="header" width="525px" style="background: #333; color: white; border:1px solid #333;" | Schopnosti
 
|-
 
| style="border:1px solid #333;" | [[Image:Leaderboard class sentry buster.png|20px]] '''[[Sentry Buster/cs|Sentry Buster]]'''
 
| style="border:1px solid #333;" | {{Class link|Demoman}}
 
| style="border:1px solid #333;" | Hledá Sentry Guny vybuchuje po několika vteřinách. Může také zničit Dispensery, Teleporty a zabít hráče v okolí.
 
|}
 
  
==== Tank Robot ====
+
If a player loses their connection while in-game, the spot will be reserved for the player and will have 3 minutes to rejoin. If the player does not rejoin after the time is up, the player will have been counted as leaving the server intentionally. If the game has crashed or the player loses their Internet connection, then the player can then restart Team Fortress 2 and the player will be given a prompt to reclaim their spot in the match. This prompt will inform the player of the penalties they will get if they decline the spot. If the player fails to rejoin within the three minutes and they fill out the criteria listed above, then it will count the player as having abandoned the match.
Tento robot byl odhalen až ve hře na aktualizační stránce byla jen tajemná poznámka.
 
  
{| class="wikitable grid"
+
If a player is kicked for being idle whilst in a match, then it will be counted as quitting intentionally and therefore will incur a penalty.
! class="header" width="150px" style="background: #333; color: white; border:1px solid #333;" | Stroj
+
If a player is votekicked from a server, they will not be considered as leaving intentionally and will not incur a penalty.
! class="header" width="525px" style="background: #333; color: white; border:1px solid #333;" | Schopnosti
 
! class="header" width="40px" style="background: #333; color: white; border:1px solid #333;" | Zdraví
 
|-
 
| style="border:1px solid #333;" | [[Image:Leaderboard class tank.png|20px]] '''[[Tank Robot/cs|Tank]]'''
 
| style="border:1px solid #333;" | Má extrémě velké zdraví, více než jakýkoliv jiný robot. Neútočí (neuděluje žádné poškození), ale může přejet hráče (např. při otáčení). Nese samostatnou bombu, kterou odpálí hozením do poklopu, bez ohledu jak daleko je robotí bomba.
 
| style="border:1px solid #333;" | Různé
 
|}
 
  
==== Bomb Carrier Upgrades ====
+
== Strategy ==
Čim déle nosič bomby žije, tím větší bonus má a je tězší ho zabít. Upgrady hromadí a může být velmi nebezpečné toto ignorovat nebo velmi rychle prohrajete.
+
{{main|Community Mann vs. Machine strategy}}
Jedinou výhodou je, že po každém vylepšení provedou [[Taunt/cs|Taunt]]. Gigantické verze možnost upgadu při nesení bomby nemají.
 
  
{| class="wikitable grid" style="text-align:center;"
+
== Maps ==
 +
{{main|List of maps}}
 +
Mann vs. Machine maps carry the '''mvm_''' prefix.
 +
{| class="wikitable" cellpadding=2 style="text-align:center;"
 
|- style="height: 20px;"
 
|- style="height: 20px;"
! class="header" style="background: #333; color: white; border:1px solid #333;" | Stádium
+
! class="header" |Name
! class="header" style="background: #333; color: white; border:1px solid #333;" | Upgrady
+
! class="header" |Picture
 +
! class="header" |File&nbsp;name
 
|-
 
|-
| style="border:1px solid #333;" | [[File:Bomb carrier defense.png|25px|left]] '''První stádium'''
+
|style="background-color:#F9D483;" |'''[[Big Rock{{if lang}}|Big Rock]]'''
| style="border:1px solid #333;" | [[Battalion's Backup/cs|Obranný buff]], sdílený s roboty poblíž
+
| [[File:Mvm_bigrock.png|160px|link=Big Rock{{if lang}}]]
 +
| width="60px" |{{code|mvm_bigrock}}
 
|-
 
|-
| style="border:1px solid #333;" | [[File:Bomb carrier health.png|25px|left]] '''Druhé stádium'''
+
|style="background-color:#F9D483;" |'''[[Coal Town{{if lang}}|Coal Town]]'''
| style="border:1px solid #333;" | Regenerace zdraví
+
| [[File:Poster Coal Town.png|160px|link=Coal Town{{if lang}}]]
 +
| width="60px" |{{code|mvm_coaltown}}
 
|-
 
|-
| style="border:1px solid #333;" | [[File:Bomb carrier crits.png|25px|left]] '''Poslední stádium'''
+
|style="background-color:#F9D483;" |'''[[Decoy{{if lang}}|Decoy]]'''
| style="border:1px solid #333;" | Neustálé [[Critical hits/cs|ktitické]] zásahy
+
| [[File:Decoy.png|160px|link=Decoy{{if lang}}]]
|}
+
| width="60px" |{{code|mvm_decoy}}
 
 
=== Mapa ===
 
{| class="wikitable grid" style="text-align:center;"
 
|- style="height: 20px;"
 
! class="header" style="background: #333; color: white; border:1px solid #333;" | Jméno
 
! class="header" style="background: #333; color: white; border:1px solid #333;" | Obrázek
 
! class="header" style="background: #333; color: white; border:1px solid #333;" | Herní&nbsp;mód
 
! class="header" style="background: #333; color: white; border:1px solid #333;" | Jméno&nbsp;souboru
 
 
|-
 
|-
|style="background: gray; border:1px solid #333;" width="120px" |'''[[Mannworks{{if lang}}|<span style="color:white;">Mannworks</span>]]'''
+
|style="background-color:#F9D483;" |'''[[Example{{if lang}}|Example]]'''
| style="border:1px solid #333;" |[[File:Poster Mannworks.png|250px|link=Mannworks{{if lang}}]]
+
| [[File:Example5.png|160px|link=Example{{if lang}}]]
| style="border:1px solid #333;" | '''[[Mann vs. Machine (game mode){{if lang}}|{{common string|Mann vs. Machine}}]]'''<br />[[File:Mvm navicon.png|50px|link=Mann vs. Machine (game mode){{if lang}}]]
+
| width="60px" |{{code|mvm_example}}
| style="border:1px solid #333;" | {{code|mvm_mannworks}}
 
 
|-
 
|-
|}
+
|style="background-color:#F9D483;" |'''[[Ghost Town{{if lang}}|Ghost Town]]'''
 
+
| [[File:Mvm_coaltown_event.jpg|160px|link=Coaltown Event{{if lang}}]]
== Den druhý: Mercs ==
+
| width="60px" |{{code|mvm_ghost_town}}
 
 
Druhý den odhalil řadu nových vylepení, které si hráč může zakoupit za speciální měnu ve hře, k větší efektivitě na bojišti, stejně jako pomocí [[Canteen/cs|Canteen]]. Oznámena nová mapa [[Coal Town/cs|Coal Town]]. Také oznámena [[Mann vs. Machine (game mode)/cs#Schopnosti a vylepšení|řada tipů pro každou třídu]].
 
 
 
=== Power Up Canteens ===
 
{| class="wikitable grid"
 
! class="header" style="background: #333; color: white; border:1px solid #333;" |Obrázek
 
! class="header" style="background: #333; color: white; border:1px solid #333;" |Typ
 
! class="header" style="background: #333; color: white; border:1px solid #333;" |Efekt
 
 
|-
 
|-
| style="border:1px solid #333;" | [[File:UberCharge Canteen.PNG|75px]]
+
|style="background-color:#F9D483;" |'''[[Mannhattan{{if lang}}|Mannhattan]]'''
| style="border:1px solid #333;" | Übercharge
+
| [[File:Mannhattan_preview.png|160px|link=Mannhattan{{if lang}}]]
| style="border:1px solid #333;" | Dává 5 sekundovou Übercharge
+
| width="60px" |{{code|mvm_mannhattan}}
 
|-
 
|-
| style="border:1px solid #333;" | [[File:Critical Hit Boost Canteen.png|75px]]
+
|style="background-color:#F9D483;" |'''[[Mannworks{{if lang}}|Mannworks]]'''
| style="border:1px solid #333;" | Critical Hit Boost
+
| [[File:Poster Mannworks.png|160px|link=Mannworks{{if lang}}]]
| style="border:1px solid #333;" | 100% šance na kritický zásah po dobu 5 sekund
+
| width="60px" |{{code|mvm_mannworks}}
 
|-
 
|-
| style="border:1px solid #333;" | [[File:Ammo Clip Refill Canteen.png|75px]]
+
|style="background-color:#F9D483;" |'''[[Rottenburg{{if lang}}|Rottenburg]]'''
| style="border:1px solid #333;" | Ammo/Clip Refill
+
| [[File:Rottenburg.png|160px|link=Rottenburg{{if lang}}]]
| style="border:1px solid #333;" | Doplní všechnu [[ammo/cs|munici]]
+
| width="60px" |{{code|mvm_rottenburg}}
 
|-
 
|-
| style="border:1px solid #333;" | [[File:Return to Base Canteen.png|75px]]
 
| style="border:1px solid #333;" | Return to Base
 
| style="border:1px solid #333;" | Teleportuje na [[respawn room/cs|respawn]] a dočasně zvýší rychlost pohybu
 
|-
 
| style="border:1px solid #333;" | [[File:Buildings Upgrade Canteen.png|75px]]
 
| style="border:1px solid #333;" | Buildings Upgrade
 
| style="border:1px solid #333;" | Přestaví Engineerovy [[buildings/cs|stavby]] na 3 level
 
 
|}
 
|}
  
=== Mapa ===
+
== Related achievements ==
{| class="wikitable grid" style="text-align:center;"
+
{{main|Mann vs. Machievements}}
|- style="height: 20px;"
+
 
! class="header" style="background: #333; color: white; border:1px solid #333;" | Jméno
+
== Update history ==
! class="header" style="background: #333; color: white; border:1px solid #333;" | Obrázek
+
{{Update history | '''{{Patch name|8|15|2012}}''' ([[Mann vs. Machine Update]])
! class="header" style="background: #333; color: white; border:1px solid #333;" | Herní&nbsp;mód
+
* Added Mann vs. Machine.
! class="header" style="background: #333; color: white; border:1px solid #333;" | Jméno&nbsp;souboru
+
* Added maps: Coal Town, Decoy, and Mannworks.
|-
+
 
|style="background: gray; border:1px solid #333;" width="120px" |'''[[Coal Town{{if lang}}|<span style="color:white;">Coal Town</span>]]'''
+
'''{{Patch name|8|17|2012}}'''
| style="border:1px solid #333;" |[[File:Poster Coal Town.png|250px|link=Coal Town{{if lang}}]]
+
* Fixed a client crash related to Mann vs. Machine stats.
| style="border:1px solid #333;" | '''[[Mann vs. Machine (game mode){{if lang}}|{{common string|Mann vs. Machine}}]]'''<br />[[File:Mvm navicon.png|50px|link=Mann vs. Machine (game mode){{if lang}}]]
+
* Fixed a crash related to server plug-ins spawning a Tank before the game is ready.
| style="border:1px solid #333;" | {{code|mvm_coaltown}}
+
* Updated the dedicated server to exit when attempting to start a Mann vs. Machine map with less than 32 maxplayers.
|-
+
* Fixed <code>mp_timelimit</code> causing Mann vs. Machine mode to not reset properly when the defenders lose.
|}
+
* Fixed the Mann vs. Machine wave loss/victory dialog buttons not being clickable sometimes.
 +
* Fixed the Mann vs. Machine victory dialog getting stuck on the screen.
 +
* Fixed the Mann vs. Machine wave summary dialog showing up at the beginning of the first wave.
 +
* Fixed the disconnect reason not being localized properly for Mann vs. Machine mode.
 +
* Fixed player glow colors not based on player health in some community mods outside of Mann vs. Machine mode.
 +
* Removed console spew related to missing movement warnings.
 +
* Updated the matchmaking ConVar <code>tf_mm_strict</code>.
 +
 
 +
'''{{Patch name|8|21|2012}}'''
 +
* Fixed matchmaking sending players to out-of-date servers.
 +
* Fixed the [[server browser]] showing an incorrect player count in MvM games.
 +
* Fixed MvM intro video not playing on some Macs.
 +
* Fixed the sound precache string table being nearly full in non-MvM games.
 +
** This was causing the "error writing string table baseline" and "failed reading message net_SetConVar" errors.
 +
 
 +
'''{{Patch name|8|23|2012}}'''
 +
* Added a command <code>"player_ready_toggle"</code> for players to ready-up.
 +
** Can be bound to any key in the Keyboard tab of the Options dialog.
 +
* Fixed a few MvM sounds not being precached properly.
 +
* Added Taskbar Window Flash and Drum Roll sound on successful match making for Windows users.
 +
** Sound will play even if the game is minimized.
 +
* Added difficulty text "Normal" and "Advanced" to the MvM scoreboard when playing official Valve [[Mann vs. Machine mission|missions]].
 +
* Fixed UI Bugs related to the MvM splash screens (Wave Loss and Victory).
 +
* Server browser will now show MvM mission name in the "map" column. (E.g. "mvm_mannworks_advanced").
 +
* Fixed a crash when spawning the tank in non-MvM games. Added SetHealth, SetMaxHealth, AddHealth, and RemoveHealth inputs to the tank entity
 +
 
 +
'''{{Patch name|9|10|2012}}'''
 +
* Fixed an issue in the Server Browser where replay bots would add to the player count.
 +
* Fixed a bug that would sometimes cause the bomb to get positioned incorrectly when dropped.
 +
* Added safeguards to prevent bots from getting stuck in certain cases.
 +
* Fixed Steel Gauntlet robots failing to destroy [[Mini-Sentry|mini-Sentry Guns]] on slopes.
 +
* Fixed the party leader’s mission completions showing in the game lobby instead of your own.
 +
 
 +
'''{{Patch name|9|21|2012}}'''
 +
* Matchmaking search criteria supports selecting multiple missions.
 +
* Matchmaking will prevent late joining into the a server near the end of the last wave.
 +
* Added the tour number to the information on the scoreboard.
 +
* Fixed a false positive for the [[Mann vs. Machievements|achievement]] "Clockwork Carnage".
 +
* Added a new command "<code>bot_hurt</code>".
 +
** Parameters <code>-name [bot name]</code>, <code>-team [red/blue/all]</code>, <code>-damage [amount]</code>.
 +
 
 +
'''{{Patch name|9|27|2012}}'''
 +
* Fixed a bug where players could only buy 1 upgrade at a time from the [[Upgrade Station]].
 +
* Fixed a bug where the Victory dialog would sometimes show during incorrect times.
 +
 
 +
'''{{Patch name|10|9|2012}}'''
 +
* Added two tours of duty, each with unique loot:
 +
** [[Operation Oil Spill]], with 6 intermediate skill missions.
 +
** [[Operation Gear Grinder]], with 3 expert skill missions.
 +
* If a player connects to a MvM game through matchmaking and loses their connection, their spot will be held for a brief duration and they will be given a chance to reconnect.
 +
* After victory on a [[Mann Up]] server, the players will be put into a lobby together.
 +
* Improved matchmaking searching status screen.
 +
*Balance changes:
 +
** Explosive Headshots
 +
*** Damage is now 150 regardless of upgrade level.
 +
*** Damage is done in one tick instead of the previous six.
 +
*** Added a slowing effect based on upgrade level (50%-80% slow, 2-4 second duration).
 +
*** Radius still scales with upgrade level (unchanged).
 +
** [[Critical Hits#Mini-crits|Marked For Death]] duration reduced to 7 seconds from 15 seconds when the target is a giant robot.
 +
** Reduced the "effect bar recharge rate increased" upgrade from 20% increments with an 80% cap to 15% increments with a 60% cap.
 +
 
 +
'''{{Patch name|10|17|2012}}'''
 +
* Added a penalty system to deter players from repeatedly abandoning Mann Up games.
 +
* Corrected the respawn time for the Mannslaughter mission.
 +
* Updated MissionCycle behavior.  Servers will always cycle to a mission listed in the MissionCycle file.
 +
 
 +
'''{{Patch name|10|26|2012}} ([[Spectral Halloween Special]])
 +
* Added map: Coaltown Event.
 +
 
 +
'''{{Patch name|10|27|2012}}'''
 +
* Fixed a Linux dedicated server crash related to Mann vs. Machine mode.
 +
 
 +
'''{{Patch name|11|16|2012}}'''
 +
* Fixed a dedicated server memory leak when running Mann vs. Machine mode.
 +
* Fixed an Mann vs. Machine exploit that allowed permanent ubercharge/critboost effects on non-Mann-Up servers.
 +
 
 +
'''{{Patch name|11|29|2012}}'''
 +
* Fixed Mann vs. Machine popfiles not properly resetting on changelevel.
 +
 
 +
'''{{Patch name|12|20|2012}}''' ([[Mecha Update]])
 +
* Added a tour of duty with unique loot:
 +
** Operation Mecha Engine, with 3 advanced skill missions.
 +
** Map mvm_bigrock.
 +
** Engineer Botkiller items.
 +
* Added Engineer robot.
 +
 
 +
'''{{Patch name|12|21|2012}}'''
 +
* Added "Benign infiltration" to the Mann Vs. Machine mission-cycle file for servers.
 +
* Fixed a Dead Ringer Spy exploit in Mann Vs. Machine mode.
 +
* Fixed a lighting issue in mvm_bigrock.
 +
 
 +
'''{{Patch name|1|8|2013}}'''
 +
* Fixed clients being able to issue mp_tournament_restart, tournament_readystate, and tournament_teamname commands.
 +
* Fixed an exploit that allowed players to stun a mini-boss.
 +
* Updated mvm_bigrock with some new func_nobuild areas.
 +
 
 +
'''{{Patch name|1|16|2013}}'''
 +
* Fixed spectator bots picking up the bomb in Mann Vs. Machine.
 +
 
 +
'''{{Patch name|2|1|2013}}'''
 +
* Fixed a bug with item sets incorrectly applying their bonus when using Mann Vs. Machine upgrades of the same type.
 +
 
 +
'''{{Patch name|2|22|2013}}'''
 +
* Fixed giant robots sometimes getting stuck in Mann Vs. Machine.
 +
 
 +
'''{{Patch name|3|19|2013}}'''
 +
* Fixed the boss health bar sometimes disappearing.
 +
* Fixed the uber Medics in Wave 4 of the Broken Parts mission charging at the incorrect rate.
 +
 
 +
'''{{Patch name|3|27|2013}}'''
 +
* Fixed Engineer bots in Mann Vs. Machine building disposable Sentry Guns that upgrade into tiny, red, level 3 Sentry Guns.
 +
 
 +
'''{{Patch name|4|3|2013}}'''
 +
* Fixed a bug in Mann Vs. Machine related to carrying buildings and using the "Upgrade Buildings" canteen.
 +
 
 +
'''{{Patch name|5|13|2013}}'''
 +
* Fixed a bug that allowed level 3 {{botignore|mini-sentries}} in Mann Vs. Machine mode.
 +
 
 +
'''{{Patch name|7|10|2013}}''' ([[Summer Event 2013]])
 +
* In MvM, if all team members unready, the pre-round countdown will stop.
 +
* In MvM, when robots are killed by {{botignore|sniper}} headshots or explosive headshot upgrade, they will drop 'red' money that will automatically be collected when it would otherwise dissolve.
 +
* Renamed mvm_coaltown_event to mvm_ghost_town to fix a problem with voting for challenges in MvM when on Coal Town.
 +
* mvm_bigrock:
 +
** Fixed players building on rock in cave section.
 +
 
 +
'''{{Patch name|7|11|2013}}'''
 +
* Fixed incorrect projectile speed attributes being applied to giants in Mann vs. Machine.
 +
 
 +
'''{{Patch name|7|15|2013}}'''
 +
* Fixed some missing Sapper particles in Mann vs. Machine mode.
 +
 
 +
'''{{Patch name|10|29|2013}}''' ([[Scream Fortress 2013]])
 +
* Enabled Mann vs. Machine event map [[Wave 666]] in bootcamp.
 +
* Fixed not being able to earn the [[Mann vs. Machievements|Brotherhood of Steel achievement]] in MvM. (play with 5 friends)
 +
* {{undocumented}} Inspecting a player in Mann vs. Machine (default key: F) now shows the upgrades of the player who is currently being inspected.
 +
 
 +
'''{{Patch name|11|21|2013}}''' ([[Two Cities Update]])
 +
* Operation Two Cities
 +
** Two maps: <code>[[Mannhattan|mvm_mannhattan]]</code> and <code>[[Rottenburg|mvm_rottenburg]]</code>
 +
** Advanced tour (Operation Two Cities) featuring four missions ([[Empire Escalation (mission)|Empire Escalation]], [[Metro Malice (mission)|Metro Malice]], [[Hamlet Hostility (mission)|Hamlet Hostility ]], and [[Bavarian Botbash (mission)|Bavarian Botbash]]. These missions are also playable from Boot Camp.)
 +
** Two extra Boot Camp-only missions ([[Big Apple Barricade (mission)|Big Apple Barricade]] and [[Village Vanguard (mission)|Village Vanguard]])
 +
** Added 14 achievements.
 +
* Players can earn a "Refund Upgrades" credit by collecting money during waves.
 +
** The amount required is listed in the scoreboard, and varies per-mission.
 +
** Any money collected – whether winning or losing – will count toward earning a credit.
 +
** To redeem, visit an Upgrades station and click the "Refund Upgrades" button.
 +
** Any money spent on buy-backs and Canteen charges will not be refunded.
 +
* Detailed player performance stats added to the scoreboard.
 +
** Damage and Tank. Total damage done to Gray Mann's forces.
 +
** Healing. Direct healing done to other players.
 +
** Support. A composite value that reflects anything a player has done to help their team:
 +
*** Examples: reset a bomb, stun or slow an enemy, provide increased damage, block damage with invulnerability or shield, and lots more.
 +
** Money. The amount each player has collected.
 +
* Players can inspect upgrades on teammates via the "Inspect" key. ("F" by default)
 +
* Medic
 +
** Revive (no upgrade required)
 +
*** Teammates leave behind a revive marker when they die.
 +
*** Target the marker with your [[Medi Gun]] to revive them.
 +
** Projectile Shield Upgrade
 +
*** Build Energy by healing teammates, reviving and preventing damage via Invuln ÜberCharge.
 +
*** Press <code>ATTACK3</code> to activate when Energy meter is full. (<code>mouse3</code> by default)
 +
*** While active:
 +
**** Blocks all enemy projectiles.
 +
**** Damages enemies on touch.
 +
** [[Mad Milk]] Syringes Upgrade
 +
*** Syringe Gun needles apply Mad Milk (heal-on-hit for teammates) on contact.
 +
** Healing Mastery Upgrade (previously two separate upgrades)
 +
*** +25% heal rate per point.
 +
*** +25% revive rate per point.
 +
*** +25% self-regen rate per point.
 +
** Overheal Expert Upgrade (previously two separate upgrades)
 +
*** +25% more overheal per point.
 +
*** +50% duration per point.
 +
** Canteen Specialist Upgrade.
 +
*** Shares canteen charge effects with heal target
 +
*** +1 second charge duration per point.
 +
*** -10 canteen charge price per point.
 +
*Soldier
 +
** Rocket Specialist Upgrade
 +
*** +15% rocket speed per point.
 +
*** On direct hits
 +
**** Stuns target (duration increases per point).
 +
**** +15% increased blast radius per point.
 +
**** No range-based falloff damage.
 +
* Heavy
 +
**Attack Projectiles Upgrade
 +
*** Now has two levels.
 +
**** Level one is less effective than before.
 +
**** Level two is more effective than level one used to be.
 +
*** Price reduced from 600 to 400 per point.
 +
** Rage Pushback upgrade activation moved to <code>ATTACK3</code> (<code>mouse3</code> by default)
 +
 
 +
'''{{Patch name|11|22|2013}}'''
 +
* Fixed a server crash related to damaging the [[Tank Robot|tank]] with the new Medic shield.
 +
* Fixed [[bots]] trying to attack an old sentry location after the gun has been picked up by the Engineer.
 +
* Fixed a bug that would cause robot "gate hat" items to be [[Crafting|craftable]]. Gate hats that were crafted while the bug was active have self-destructed and become limited-quantity [[Glitched Circuit Board]]s as a commemorative token.
 +
* Fixed the Health Regen MvM upgrade string mistakenly displaying %.
 +
 
 +
'''{{Patch name|11|26|2013}}'''
 +
* Fixed the Mann vs. Machine return-to-lobby timer not updating properly after a mission has been completed.
 +
 
 +
'''{{Patch name|11|27|2013}}'''
 +
* {{undocumented}} Removed the Gatebot Light hats from the [[Mann Co. Catalog]].
 +
 
 +
'''{{Patch name|12|6|2013}}'''
 +
* Fixed a client crash related to the Mann vs. Machine mission victory panel.
 +
* Fixed players who join in the middle of a mission not receiving the Upgrade Refund credit if it has been earned by the team.
 +
* Fixed an exploit that allowed purchasing upgrades for weapons other than what they were intended for.
 +
* Updated {{code|[[Rottenburg|mvm_rottenburg]]}}
 +
** Fixed a bug where the bomb could get stuck out of reach in the corner near the cap.
 +
** Fixed a bug where bots could be instantly killed by being pushed into the tank tunnel once opened.
 +
** Fixed a bug where money could get stuck in the tank barricade when it was rebuilt, preventing collection.
 +
* Updated {{code|[[Mannhattan|mvm_mannhattan]]}}
 +
** Rebalanced [[Empire Escalation (mission)|Empire Escalation]].
 +
** Fixed credits not always being collected when they fall into the grinder.
 +
** Fixed a bug that allowed the gates to be captured out of order.
 +
** Fixed a lighting bug related to lower graphics settings that cause the map to be too dark.
 +
* {{undocumented}} [[Scout Robot#Giant Bonk Scout|Giant Bonk Scout]]: Reduced [[Bonk! Atomic Punch|bonk]] regen bonus from +65% to +45%.
 +
* {{undocumented}} [[Soldier Robot#Colonel Barrage|Colonel Barrage]]: Removed -90% rage attribute.
 +
* {{undocumented}} [[Soldier Robot#Colonel Barrage|Colonel Barrage]] (gatebot variant): Removed -90% rage attribute until after all gates are captured.
 +
* {{undocumented}} [[Soldier Robot#Major Crits|Major Crits]] (boss gatebot variant): Increased projectile speed penalty from -60% to -65%, and reduced rage penalty from -90% to -80% after all gates are captured.
 +
* {{undocumented}} [[Soldier Robot#Major Crits|Major Crits]] (non-boss gatebot variant): Decreased reload rate bonus from +78% to +60%, increased projectile speed penalty from -60% to -65%, and removed -90% rage attribute.
 +
* {{undocumented}} [[Heavy Robot#Giant Heal-On-Kill Heavy|Giant Heal-On-Kill Heavy]] (boss gatebot variant): Increased rage giving penalty from -10% to -40%.
 +
 
 +
'''{{Patch name|12|20|2013}}'''
 +
* Fixed being able to inspect Blue-team bots.
 +
* Fixed the mission victory screen not always showing the correct information for each player.
 +
 
 +
'''{{Patch name|1|9|2014}}'''
 +
* Fixed the Mann vs. Machine [[scoreboard]] not always displaying values correctly.
 +
* Fixed an exploit in Mann vs. Machine related to purchasing [[Upgrade Station|upgrades]].
 +
 
 +
'''{{Patch name|1|23|2014}}'''
 +
* Fixed the bots not being able to equip multiple cosmetic items.
 +
* Fixed Scout bots not playing the correct animation when stunned with the Sandman.
 +
* Fixed not being able to reset the countdown timer if a player disconnects while Ready.
 +
* Updated the countdown logic to un-Ready a team if someone quits during the final 10 seconds or disconnects while everyone else is Ready.
 +
* Updated {{code|[[Rottenburg|mvm_rottenburg]]}}
 +
** Improved collision near barricade to reduce players getting stuck.
 +
** Fixed credits not always being collected when they fall into the barricade.
 +
* Updated {{code|[[Mannhattan|mvm_mannhattan]]}}
 +
** Fixed being able to construct buildings inside the respawn room.
 +
** Fixed a material problem near the hatch.
 +
 
 +
'''{{Patch name|2|7|2014}} #1'''
 +
* Fixed the MvM upgrade menu closing when a Strange item has its counter increment.
 +
 
 +
'''{{Patch name|3|5|2014}}'''
 +
* Fixed an exploit in Mann vs. Machine mode related to purchasing upgrades for free.
 +
 
 +
'''{{Patch name|12|22|2014}}''' ([[Smissmas 2014]])
 +
* Added chance to find Australium Weapon rewards to all Advanced and Expert Mann vs. Machine tours. Previously only available on Two Cities tour
 +
* Added Killstreak kits for Quickiebomb Launcher, Iron Bomber and Panic Attack in to Two Cities MannUp loot tables
 +
 
 +
'''{{Patch name|1|7|2015}}'''
 +
* Fixed [[Projectiles|grenades]] not dealing consistent damage against [[buildings]] and Mann vs. Machine tanks.
 +
 
 +
'''{{Patch name|1|9|2015}}'''
 +
* Fixed using the [[Holiday Punch]] to tickle Mann vs. Machine enemy bots.
 +
 
 +
'''{{Patch name|2|11|2015}} #1'''
 +
* Fixed the Explosive Headshot upgrade in Mann vs. Machine not applying to the [[Classic]].
  
== Den třetí: Bounty ==
+
'''{{Patch name|7|3|2015}}'''
 +
* Players no longer drop their weapons in MvM.
  
Oznámeno 35 nových [[Mann vs. Machievements/cs|achievementů]], také oznámen [[Mann Up/cs|Mann Up]] herní mód, který si můžete zahrát s nákupem ticketu v Mann Co. Store a také byla oznámena nová mapa [[Decoy/cs|Decoy]].
+
'''{{Patch name|8|18|2015}}'''
 +
* Fixed the Mann vs. Machine [[Projectile Shield|Medi Gun shield]] not being re-created after switching away from the Medi Gun and back while the charge is draining.
 +
* Fixed some alignment issues in the HUD meters for the Mann vs. Machine rage knockback and Medi Gun shield.
  
=== Mapa ===
+
'''{{Patch name|10|1|2015}}'''
{| class="wikitable grid" style="text-align:center;"
+
* Fixed a server crash realted to Mann vs. Machine mode.
|- style="height: 20px;"
 
! class="header" style="background: #333; color: white; border:1px solid #333;" | Jméno
 
! class="header" style="background: #333; color: white; border:1px solid #333;" | Obrázek
 
! class="header" style="background: #333; color: white; border:1px solid #333;" | Herní&nbsp;mód
 
! class="header" style="background: #333; color: white; border:1px solid #333;" | Jméno&nbsp;souboru
 
|-
 
|style="background: gray; border:1px solid #333;" width="120px" |'''[[Decoy{{if lang}}|<span style="color:white;">Decoy</span>]]'''
 
| style="border:1px solid #333;" |[[File:Decoy.png|250px|link=Decoy{{if lang}}]]
 
| style="border:1px solid #333;" | '''[[Mann vs. Machine (game mode){{if lang}}|{{common string|Mann vs. Machine}}]]'''<br />[[File:Mvm navicon.png|50px|link=Mann vs. Machine (game mode){{if lang}}]]
 
| style="border:1px solid #333;" | {{code|mvm_decoy}}
 
|-
 
|}
 
  
== Trailer ==
+
'''{{Patch name|11|13|2015}}'''
{{youtube|C4cfo0f88Ug}}
+
* Fixed a bug where players would see cosmetic items following them around while playing Mann vs. Machine
  
== Drobnosti ==
+
'''{{Patch name|11|25|2015}}
* Mann vs. Machine byl naznačován po dobu několika let;
+
* Fixed missing crit rocket sound for giant Soldiers in Mann vs. Machine mode
** První zmíňka o robotech ve světě Team Fortress byla nalezena na Alarm-O-Tron v [[Meet the Spy/cs|Meet the Spy]]. Na jednom z alarmu bylo "Is a Robot."
+
* Fixed control point HUD not being displayed for Mann vs. Machine maps with control points like [[Mannhattan]]  
** Diagram [[Scout Robot/cs|Robo-Scouta]] v pozadí v [[Engineer Update (teaser)/cs|Engineer Update teaser]], stejně jako na [[Engineer Update/cs|Engineer Update]] stránce.
 
** Fotografie [[Demoman Robot/cs|Robo-Demomana]] a [[Heavy Robot/cs|Robo-Heavyho]] v tajných místnostech na [[List of maps/cs|mapách]] [[Foundry/cs|Foundry]] a [[Doomsday/cs|Doomsday]].
 
* V GT.TV, Gabe Newell uvedl, že servery Player-versus-Player ve hře World of Warcraft inspirovali Mann vs. Machine.
 
  
== Update Galerie ==
+
'''{{Patch name|12|22|2015}}'''
<gallery>
+
* Fixed not being able to sell playerclass upgrades in Mann vs. Machine mode
File:Mann_vs._Machine_Update_Page1.jpg|'''Main Update Page''' Hlavní stránka
+
* Fixed bots sometimes not spawning in Mann vs. Machine mode
File:MvM_update_page_Day_1.jpg|'''Day 1''' "Machines" update stránka
+
}}
File:Team_Fortress_2_Mannworks.png|'''Day 1''' "Mannworks" update stránka
 
File:MvM update page Day 2.jpg|'''Day 2''' "Mercs" update stránka
 
File:TF2-MvM-CoalTown.jpg|'''Day 2''' "Coal Town" update stránka
 
File:MvM Update Page Day Three.png|'''Day 3''' "Bounty" update stránka
 
File:MvM Update Page Decoy.png|'''Day 3''' "Decoy" update stránka
 
File:MvM_Update_Secret_UI_Page.jpg|'''Hidden Image''' Rozhraní vylepšovaní stanice
 
</gallery>
 
  
== Teaser Galerie ==
+
== Unused content ==
<gallery>
+
* RED versions of all of the robots (besides the Tank and Sentry Buster) can be found in the game files.
File:Engineer_update_robot_diagram.png|Diagram robota v [[Engineer Update/cs|Engineer Update]].
 
File:Blog_Birth_Certificate.jpg|'''2. ARG''' Rodný list synů Zephaniah Manna.
 
File:ZepheniahMannLastWill.jpg|'''2. ARG''' Poslední verze poslední vůle Zephaniah Manna.
 
</gallery>
 
  
== Galerie propagačních obrázků==
+
==Bugs==
<gallery>
+
* Sometimes a menu such as team, class, or upgrade choice will freeze on screen, forcing the player to refresh the HUD. (This can be accomplished by typing <code>hud_reloadscheme</code> in the [[console]] or pressing {{key|TAB}}.)
File:Mann vs Machine - Promotion Announcement.png|Steam oznámení pro ''Mann vs. Machine''
+
* Occasionally in a listen server, after changing to a custom mission, the robots may begin attacking ''before'' you start the wave. This only happens the first time you change to the mission in a session.
File:Mann vs Machine - Store Announcement.png|Oznámení updatu v obchodě
+
<!-- Regarding the above bug, does anything happen if you achieve to beat the robots during setup? Update on it if you know.
</gallery>
+
Also, does this only apply to custom missions? -->
 +
* When killed by a dead robot, such as from afterburn, or when removing a destroyed Spy Bot's Sapper, the kill feed may show that the robot has moved to spectator mode. This is due to the internal routine that reassigns robot players for the next attack.
 +
* The Wave Summary displays incorrect numbers of Uber Medics for certain waves.
 +
* Sometimes after a wave is complete, the Administrator will continue to issue warnings about the bomb's progress. This does not impede progress in any way.
 +
* When a new Tank appears on the map just after another Tank is destroyed, the Administrator may issue an incorrect warning about the Tank's progress.
 +
* Giant robots have been known to die upon falling from a decent height, regardless of health remaining.
 +
* Robots that are destroyed while speaking and players who are killed while using Mann vs. Machine-related responses will continue speaking after their destruction/death. Tank Robots that are destroyed as they stop to deploy the bomb will continue to play the buzz and ding sound sequence.
 +
* Rarely, you can get your screen whited-out by a Sentry Buster's explosion without being affected. This can happen by being somewhere under it, without being able to see it. This can happen often on Decoy in the middle building when going towards the middle of the stairs or below the roof while jumping, provided there is a Sentry Buster on the roof.
 +
<!-- Can someone verify the Decoy bit for me? -->
 +
* It is possible for the Administrator to announce that a mission has failed when it has not. This can happen when destroying the bomb carrier as it is about to drop into the bomb hole. The bomb hatch will be destroyed, but the game considers the bomb undeployed. In this case, the following bomb carriers will never make it to the hatch as it will continue to kill anything that steps on it.
 +
* Sometimes, when a Mann Up mission is finished, the loot screen shows up empty. This can be fixed by entering <code>hud_reloadscheme</code> in the [[console]].
 +
* There is a small number of Sentry Gun placements that are immune to Sentry Busters. If the target sentry is in one of these areas, the Sentry Buster will spawn, and without jumping down or exiting spawn, they will detonate. This does not show in the kill feed, and the Sentry Buster icon at the top of the screen will remain.
 +
* Certain sounds will become stuck in a loop if a wave is failed while they are playing. A notable example of this is the sentry buster ticking sound. This can be easily fixed by typing <code>snd_restart</code> into the [[console]].
 +
* Rarely, before the round, the bomb will appear in the spawn points for the robots for all maps with no robot carrying it. An extremely rare case of this is the bomb being teleported to the hatch at the start of the round.
 +
* Rarely (although occasionally in listen servers), most of the robots' voice lines may not be robotized at all. For example, the death cry of an Engineer Bot or the laugh of a [[Sentry Buster]].
 +
* Robot Spies' voices will not be robotized when heard from a distance (this excludes the laugh that is constantly heard when they are present on the map).
 +
* Rarely, near the last third of the sixth wave on Bigrock, if one or more players leave and are matched back onto the server, the spawn rate of the robots will drastically decrease, and most classes will not spawn at all. If a special class (Spies, Snipers) is active when this occurs, they will spawn in groups of two at a speed of about once per thirty seconds. When this occurs, friendly Sentry Guns will attempt to target players, though they will not do any damage. The only known method of overcome this bug when it occurs is to restart the game entirely.
 +
* Sometimes on Mann Up servers a glitch will occur where players are unable to join the server. The only way to fix this is for every player to leave the server.
 +
* Rarely a Demoman Bot will become glitched, causing only his sword to be visible, this robot can not be killed by any means known. The only option is to let the robots deploy the bomb to restart the round.  If players choose to vote to restart the round, there is a small chance that the resulting restart will cause all robots to spawn at a slower rate. Although this may make the round easier to win, it will increase the amount of time it will take to win the wave (all waves are affected) to over 10 minutes per wave.
 +
* Very rarely, a robot may appear as a giant when it shouldn't be, or vice versa. Sometimes, the giant may still have the health of the smaller counterpart, or it may have the health that the giant version would have.
 +
* Rarely, if an Engineer Bot's Teleporter is not destroyed by the time the wave ends, the Teleporter will not self destruct and continue spawning robots when the next wave begins.
 +
* Occasionally, if a Giant Robot is destroyed with the Medic's Projectile Shield, it will create a normal sized robot [[ragdoll]] with a head proportional size to the giant.
 +
**This can also happen with any weapons that would cause ragdolls to normally be vaporized, such as the [[Cow Mangler 5000]].
 +
* If a player is inspected during setup or mid-game, upgrades may be lost. If occurring during setup, money spent on the lost upgrades will be refunded. If occurring mid-game, however, there will be no refund on lost upgrades.
 +
** This happens most often with building upgrade canteens.
 +
* Rarely, robots may stop spawning and cause the wave to be unbeatable, this can only be fixed by restarting the map.
 +
* Sometimes, when playing two Mann Up missions in one play session, the second mission completion loot screen may show the loot screen from the previous mission and the advice for "Found Items" won't show up. Items will still be obtained after updating backpack.
 +
* Rarely, a human ragdoll will appear rather than a robotic one.
 +
* Very rarely, a RED Demoman's projectiles may appear to be blue instead of red when fired. Damage to enemy robots is unaffected.
 +
* If a player is set to be votekicked and leaves the game before the voting is finished, the player is recognized as ''Banned from the server'' if the votekick was successful.
 +
<!-- Is this a bug or a method of preventing abusive players rejoining? -->
 +
* There's a popular method of gaining 'infinite' refunds by either joining [[Spectator]] and then picking random when selecting a team OR by going into the team selection screen and then pressing "1". These methods can only work if the refund credit was earned already.
 +
* Rarely, in [[Mannhattan]], stray radio waves will appear in midair, even if no robots are under them, when a robot successfully captures a point.
 +
* Rarely, the gate before Gate A in [[Mannhattan]] will appear to be still open even though the gate closing sound plays and there are no robots passing through it before it closes. The same situation may apply to Gate A when Gate B is captured.
 +
* If a player suicides or is killed on top of the wooden tank barrier in [[Rottenburg]], the reanimator will disappear underneath it and cannot be used by a Medic, regardless if the barrier is destroyed or not.
 +
* If the "Change mission" vote is successful while the round is about to begin, the next round (after the game restarts and spawns everyone to the first wave of the new mission) will have the wave start instantly, without giving the players a chance to ready themselves.
 +
** Additionally, the Announcer does not say that the mission is about to begin, and no music plays.
 +
* Entering a round that is in progress during the set-up phase, will cause the Announcer to not say anything and no music will play. The rest of the waves will play normally, however.
 +
* Deploying a Mini-Sentry during the setup phase causes the Mini-Sentry having only 50% of health after it is built. This happens due the Mini-Sentry starting with 50% when deploying it and getting 100% after being fully built.
 +
<!-- Someone confirm how this is supposed to be worded -->
  
== Externí odkazy ==
+
== External links ==
* [http://www.teamfortress.com/mvm/ Mann vs. Machine Update]
+
* [http://www.teamfortress.com/mvm/ Mann vs. Machine Website]
* [http://www.teamfortress.com/mvm/machines/ Day One: Machines]
 
* [http://www.teamfortress.com/mvm/mannworks/ Day One: Mannworks]
 
* [http://www.teamfortress.com/mvm/mercs/ Day Two: Mercs]
 
* [http://www.teamfortress.com/mvm/coaltown/ Day Two: Coal Town]
 
* [http://www.teamfortress.com/mvm/bounty/ Day Three: Bounty]
 
* [http://www.teamfortress.com/mvm/decoy/ Day Three: Decoy]
 
* [http://www.teamfortress.com/bloodbrothers Blood Brothers]
 
* [http://www.teamfortress.com/fateworsethanchess/ A Fate Worse Than Chess]
 
* [http://www.teamfortress.com/mvm/faq/ MvM FAQ]
 
  
  
 
{{MannVsMachineNav}}
 
{{MannVsMachineNav}}
{{Major updates nav}}
+
{{MvmMissionsNav|nocat=yes}}
 +
{{Maps nav}}
 +
 
 +
[[Category:Game modes]]

Revision as of 22:00, 30 December 2015

This article is about the game mode. For other uses, please see Mann vs. Machine (disambiguation).
The bomb hatch at Coal Town
Gray Mann has built an unstoppable automaton army with a single purpose: to destroy all things Mann Co. Luckily for you, the majority of this robot legion is equipped with basic weaponry that could never level an entire building. Unluckily, they also have access to giant bombs, which they’d drag through hell if it meant dropping one in a Mann Co. bombhole. And it’s up to you to stop them.
Mann vs. Machine publicity blurb

Mann vs. Machine is a co-op game mode released in the update of the same name. In Mann vs. Machine, a team up to six players attempts to prevent a horde of AI-controlled robots from carrying a bomb to their base. Players can purchase upgrades for their weapons using in-game currency, called credits. All purchased upgrades will last for the duration of the game. If a player leaves during the game for any reason, providing they reconnect, their upgrades will be retained as well as their credits spent and remaining.

The only achievements obtainable in Mann vs. Machine are the Mann vs. Machievements.

Mann vs. Machine uses a separate set of "Best Moments" and thus keeps track of a separate performance report. These will appear after the usual set of "Best Moments" as a client connects to a server.

The game mode currently has five difficulties: Normal, Intermediate, Advanced, Expert, and Nightmare. Contrary to popular belief, Nightmare difficulty is actually easier than Expert difficulty and, oftentimes, Advanced difficulty.

Videos

Trailer Instructional Film
The Sound Of Medicine

Mechanics

The team is attacked by a horde of AI-controlled robots, and must try to prevent the robots from successfully delivering a bomb to the players' base (as in Payload). Each robot destroyed provides the players with credits (when one player collects a money pile, it is divided equally amongst the players). At any time during the match, the players have the chance to upgrade their weapons at an Upgrade Station inside the base using this money. They may also upgrade abilities for their current class. All upgrade abilities are kept, even while switching to a different class (though classes can not be switched during a wave), but the purchased abilities are only available for the class that they were purchased for. If the players lose against the robots, the game will restart from the beginning of the round that the players lost. There are an infinite amount of restarts.

Robots

Původní článek: Robots

Most of the robot horde is made up of plain robotic versions of all nine classes, including basic or mediocre weaponry. However, there are also a number of special robots with unique abilities.

While a robot carries a bomb, it loses half of its speed. However, the bomb-carrying robot receives buffs, which increase over time. A HUD graphic displays the amount of time until the next buff. Buffs are activated by the bomb carrier via taunting, setting off an accompanying audio cue. These buffs are divided into three stages, which stack together:

Stages Upgrades Time Interval
(Seconds)
Bomb carrier defense.png
First stage
Defensive buff, shared with all nearby robots 5
Bomb carrier health.png
Second stage
45 health regenerated per second 15
Bomb carrier crits.png
Final stage
Unlimited critical hits 15

Giant robots cannot receive the buffs nor lose speed when carrying the bomb.

Abilities and Upgrades

Původní článek: Upgrade Station
Zhlédněte také: Credits
A sample weapon upgrade menu for the Grenade Launcher.

Players may use their accumulated credits at an Upgrade Station to fill their Canteens with a buff—such as personal ÜberCharge, a five-second critical hit boost, or ammunition refill—or an ability such as rapid building upgrades for Engineers or the ability to teleport back to the spawn point. All of these Canteens each provide up to three uses and must be filled with the same buff.

Players may also purchase personal abilities for themselves or for upgraded weapons.

Leaderboard class scout.png Scout
  • Upgraded Mad Milk slows affected enemies.
  • Upgraded Sandman marks robots for death when hit by the baseball, dealing mini crits to marked robots.
    • Remember: The Scout can mark only one robot for death at a time. If the baseball marks another robot, the previous marked robot is no longer marked.
  • All Scouts have the following innate skills:
    • Extra-large cash collection radius.
    • Health boosts from collected cash.
    • Instant respawns.
Leaderboard class soldier.png Soldier
  • Upgraded Buff Banner can empower entire team for a longer time.
  • Upgraded Rocket Launcher to increase damage, firing speed, reload speed and projectile speed.
  • "Rocket Specialist" upgrade increases projectile speed and radius, stuns targets, and lowers damage falloff.
Leaderboard class pyro.png Pyro
  • Upgraded airblast pushes targets further.
  • Use airblasts to separate Medic robots from their targets and push bomb-carrying robots into mineshafts.
  • Upgraded Flare Gun becomes a lethal long range weapon.
Leaderboard class demoman.png Demoman
  • Use a Critical Hit Boost canteen to lay deadly sticky traps.
  • Use damage-upgraded Sticky Bomb clusters to instantly destroy all but the strongest targets.
Leaderboard class heavy.png Heavy
  • Upgraded rounds pass through multiple targets.
  • Upgraded Minigun can shoot down projectiles.
  • Upgraded Heavy can generate rage, causing rounds to knock back enemies.
Leaderboard class engineer.png Engineer
  • Upgraded Engineer can build a second, disposable Mini-Sentry.
  • Use a Critical Hit Boost canteen to temporarily boost Sentry Gun to twice its firing speed.
  • Remember: The Wrangler excels against long-range targets.
Leaderboard class medic.png Medic
  • Upgraded Syringes apply Mad Milk effect, healing allies 60% of damage dealt.
  • Upgraded Medi Gun or Kritzkrieg boosts overheal amount and duration.
  • Upgraded Medic can deploy a Projectile Shield:
    • Medi Guns build Energy by healing, reviving and taking damage under Invuln ÜberCharge.
    • When active, blocks all projectiles and damages enemies on contact.
  • "Healing Mastery" upgrade increases heal rate, revive rate, and self-regen rate.
  • "Overheal Expert" upgrade increases Overheal limit and duration.
  • "Canteen Specialist" upgrade can share canteen charges, as well as increase effect duration and lower cost.
Leaderboard class sniper.png Sniper
  • Upgraded Jarate slows affected enemies.
  • Upgraded Sniper Rifle rounds and Huntsman arrows pass through multiple targets.
  • Combine Jarate and bleed effect on rounds and arrows to take down larger enemies.
  • Upgraded Sniper Rifle rounds can cause explosive headshots, dealing damage to surrounding enemies.
Leaderboard class spy.png Spy
  • Upgraded Sapper can disable groups of regular robots and slow Giants.
  • Spies' disguises fool all robot enemies; robots may detect a nearby backstab, and will always detect a Spy who is on fire.
  • Upgraded Knife can penetrate armor, allowing increasing effectiveness against Giants.

Gameplay

For the sake of identification, all human players are dressed as RED and identified as team DEFENDERS while all robots use BLU colors in their visual effects and in the kill feed. Games are played in waves, each containing a pre-set number of enemies. Various support classes also spawn in periodically until the wave is over.

Before each wave begins, Defenders are shown relevant information in the top HUD, such as the enemies the next wave will contain, the current wave, and the number of waves for that mission. Pre-set enemies have a number under each icon to indicate how many will be present in the wave, while support classes are listed to the right-hand side. A flashing blue icon means that the enemy or enemies will always fire critical hits. During pre-wave intervals, Engineers are able to instantly place level 3 buildings and Medics have a notably faster ÜberCharge fill rate.

When at least three players enter a Mann vs. Machine server, the option to ready up is enabled. Once one player declares they are ready, a 150-second countdown clock begins. As more players ready up, the countdown clock reduces to a minimum of 30 seconds until all players are ready. When all players are ready, the countdown reduces to 10 seconds. When the countdown ends, the wave begins. Players joining the server during the countdown will not increase the time.

When the wave begins, the top HUD will change to show a strength gauge to depict the quantity of pre-set enemies left. Robots will begin spawning in the battlefield in groups. Until they are on platforms that are accessible by players, attacking a robot will do nothing but cause them to glow as if they were ÜberCharged. During the wave, information about certain enemies may appear in the top HUD and will be announced by the Administrator (the Sniper is not announced by the Administrator. Rather, the players automatically announce the prevalence of Snipers. They may also announce the prevalence of Tanks and Sentry Busters as well).

  • Sentry Buster - Sentry Busters are large, bipedal pressure mines that will run, stop, and self-destruct near Sentry Guns. If an Engineer is moving their Sentry Gun, the Sentry Buster will chase them until they stop. These enemies only appear in response to effective Sentry Guns built by an Engineer on the defending team and will spawn more often if there are multiple effective Sentry Guns. A common strategy is for the Engineer to pick up their Sentry and run away from other players on the map and touch the Sentry Buster. This will cause the Sentry Buster to stop and it will explode. Another common strategy is for the Engineer to sacrifice their Sentry Gun by allowing the Sentry Buster to destroy it in a safe location. This will stop the Sentry Busters from spawning for a period of time.
  • Tank - Heavily-armored tanks will enter the field from specific entry points. They won't attack but will move implacably towards the bomb hatch until they are destroyed or reach their destination. They may crush any unfortunate player or robot that gets stuck between them and a wall. Tanks do not need to carry or retrieve the main bomb, as each one contains its own.
  • Sniper - Sniper Robots spawn like regular robots, but will mostly try to snipe players from higher platforms instead of running with the horde. All Sniper Robots except those carrying the Huntsman are unable to headshot.
  • Spy - Unlike other robots, Spy Robots may spawn anywhere where players aren't looking in the field by use of their cloaking. They can disguise as friendly players, backstab players, and can sap Engineer buildings. The Announcer will call out the number of Spy Robots remaining after each successive one is killed.
  • Engineer - Engineer Robots can enter in two ways - one, more common variation of the robot will teleport into the map near the bomb, while two rarer versions with half of the health will enter normally. Upon reaching a predetermined nest area, the Robot Engineer commences building a Teleporter, which acts as a forward spawn point for the robots, and a Sentry Gun to defend it.

After each successful wave, the defenders will be evaluated based on how well money was collected (with a credit rating ranging from F to A+). If all the piles of money are collected (the A+ grade), the team will earn a $100 bonus. Once a mission is completed, the defenders will be given a final evaluation, and the server will load the next Mann vs. Machine map after an interval of 20 seconds.

Abandoning

An example of the matchmaking screen when the penalty is applied

Introduced in the Patch z 17. října 2012, rules regarding players "abandoning" games have been implied. A player is considered to have "abandoned" a game if they meet all of the following criteria:

  • Leave a game while playing a Mann Up game on an official server; and
  • Have not played through a single wave to completion or failure; and
  • There are 5 or more players currently connected to the server (including the player).

If they meet all of the criteria repeatedly, the player will temporarily be placed in a low-priority queue, resulting in a significantly longer wait upon matchmaking.

Otherwise, it is safe to disconnect a game without being considered "abandoning" the game.

If a player presses the disconnect button, the player will receive a message telling them whether it is safe to leave. The player will either abandon the game with a penalty or without depending on the occasion. However, if the player leaves by other means (such as changing server via the console or the in-game Steam HUD), they will not receive a message and may get a penalty without being notified.

If a player loses their connection while in-game, the spot will be reserved for the player and will have 3 minutes to rejoin. If the player does not rejoin after the time is up, the player will have been counted as leaving the server intentionally. If the game has crashed or the player loses their Internet connection, then the player can then restart Team Fortress 2 and the player will be given a prompt to reclaim their spot in the match. This prompt will inform the player of the penalties they will get if they decline the spot. If the player fails to rejoin within the three minutes and they fill out the criteria listed above, then it will count the player as having abandoned the match.

If a player is kicked for being idle whilst in a match, then it will be counted as quitting intentionally and therefore will incur a penalty. If a player is votekicked from a server, they will not be considered as leaving intentionally and will not incur a penalty.

Strategy

Původní článek: Community Mann vs. Machine strategy

Maps

Původní článek: List of maps

Mann vs. Machine maps carry the mvm_ prefix.

Name Picture File name
Big Rock Mvm bigrock.png mvm_bigrock
Coal Town Poster Coal Town.png mvm_coaltown
Decoy Decoy.png mvm_decoy
Example Example5.png mvm_example
Ghost Town Mvm coaltown event.jpg mvm_ghost_town
Mannhattan Mannhattan preview.png mvm_mannhattan
Mannworks Poster Mannworks.png mvm_mannworks
Rottenburg Rottenburg.png mvm_rottenburg

Related achievements

Původní článek: Mann vs. Machievements

Update history

Patch z 15. srpna 2012 (Mann vs. Machine Update)
  • Added Mann vs. Machine.
  • Added maps: Coal Town, Decoy, and Mannworks.

Patch z 17. srpna 2012

  • Fixed a client crash related to Mann vs. Machine stats.
  • Fixed a crash related to server plug-ins spawning a Tank before the game is ready.
  • Updated the dedicated server to exit when attempting to start a Mann vs. Machine map with less than 32 maxplayers.
  • Fixed mp_timelimit causing Mann vs. Machine mode to not reset properly when the defenders lose.
  • Fixed the Mann vs. Machine wave loss/victory dialog buttons not being clickable sometimes.
  • Fixed the Mann vs. Machine victory dialog getting stuck on the screen.
  • Fixed the Mann vs. Machine wave summary dialog showing up at the beginning of the first wave.
  • Fixed the disconnect reason not being localized properly for Mann vs. Machine mode.
  • Fixed player glow colors not based on player health in some community mods outside of Mann vs. Machine mode.
  • Removed console spew related to missing movement warnings.
  • Updated the matchmaking ConVar tf_mm_strict.

Patch z 21. srpna 2012

  • Fixed matchmaking sending players to out-of-date servers.
  • Fixed the server browser showing an incorrect player count in MvM games.
  • Fixed MvM intro video not playing on some Macs.
  • Fixed the sound precache string table being nearly full in non-MvM games.
    • This was causing the "error writing string table baseline" and "failed reading message net_SetConVar" errors.

Patch z 23. srpna 2012

  • Added a command "player_ready_toggle" for players to ready-up.
    • Can be bound to any key in the Keyboard tab of the Options dialog.
  • Fixed a few MvM sounds not being precached properly.
  • Added Taskbar Window Flash and Drum Roll sound on successful match making for Windows users.
    • Sound will play even if the game is minimized.
  • Added difficulty text "Normal" and "Advanced" to the MvM scoreboard when playing official Valve missions.
  • Fixed UI Bugs related to the MvM splash screens (Wave Loss and Victory).
  • Server browser will now show MvM mission name in the "map" column. (E.g. "mvm_mannworks_advanced").
  • Fixed a crash when spawning the tank in non-MvM games. Added SetHealth, SetMaxHealth, AddHealth, and RemoveHealth inputs to the tank entity

Patch z 10. září 2012

  • Fixed an issue in the Server Browser where replay bots would add to the player count.
  • Fixed a bug that would sometimes cause the bomb to get positioned incorrectly when dropped.
  • Added safeguards to prevent bots from getting stuck in certain cases.
  • Fixed Steel Gauntlet robots failing to destroy mini-Sentry Guns on slopes.
  • Fixed the party leader’s mission completions showing in the game lobby instead of your own.

Patch z 21. září 2012

  • Matchmaking search criteria supports selecting multiple missions.
  • Matchmaking will prevent late joining into the a server near the end of the last wave.
  • Added the tour number to the information on the scoreboard.
  • Fixed a false positive for the achievement "Clockwork Carnage".
  • Added a new command "bot_hurt".
    • Parameters -name [bot name], -team [red/blue/all], -damage [amount].

Patch z 27. září 2012

  • Fixed a bug where players could only buy 1 upgrade at a time from the Upgrade Station.
  • Fixed a bug where the Victory dialog would sometimes show during incorrect times.

Patch z 9. října 2012

  • Added two tours of duty, each with unique loot:
  • If a player connects to a MvM game through matchmaking and loses their connection, their spot will be held for a brief duration and they will be given a chance to reconnect.
  • After victory on a Mann Up server, the players will be put into a lobby together.
  • Improved matchmaking searching status screen.
  • Balance changes:
    • Explosive Headshots
      • Damage is now 150 regardless of upgrade level.
      • Damage is done in one tick instead of the previous six.
      • Added a slowing effect based on upgrade level (50%-80% slow, 2-4 second duration).
      • Radius still scales with upgrade level (unchanged).
    • Marked For Death duration reduced to 7 seconds from 15 seconds when the target is a giant robot.
    • Reduced the "effect bar recharge rate increased" upgrade from 20% increments with an 80% cap to 15% increments with a 60% cap.

Patch z 17. října 2012

  • Added a penalty system to deter players from repeatedly abandoning Mann Up games.
  • Corrected the respawn time for the Mannslaughter mission.
  • Updated MissionCycle behavior. Servers will always cycle to a mission listed in the MissionCycle file.

Patch z 26. října 2012 (Spectral Halloween Special)

  • Added map: Coaltown Event.

Patch z 27. října 2012

  • Fixed a Linux dedicated server crash related to Mann vs. Machine mode.

Patch z 16. listopadu 2012

  • Fixed a dedicated server memory leak when running Mann vs. Machine mode.
  • Fixed an Mann vs. Machine exploit that allowed permanent ubercharge/critboost effects on non-Mann-Up servers.

Patch z 29. listopadu 2012

  • Fixed Mann vs. Machine popfiles not properly resetting on changelevel.

Patch z 20. prosince 2012 (Mecha Update)

  • Added a tour of duty with unique loot:
    • Operation Mecha Engine, with 3 advanced skill missions.
    • Map mvm_bigrock.
    • Engineer Botkiller items.
  • Added Engineer robot.

Patch z 21. prosince 2012

  • Added "Benign infiltration" to the Mann Vs. Machine mission-cycle file for servers.
  • Fixed a Dead Ringer Spy exploit in Mann Vs. Machine mode.
  • Fixed a lighting issue in mvm_bigrock.

Patch z 8. ledna 2013

  • Fixed clients being able to issue mp_tournament_restart, tournament_readystate, and tournament_teamname commands.
  • Fixed an exploit that allowed players to stun a mini-boss.
  • Updated mvm_bigrock with some new func_nobuild areas.

Patch z 16. ledna 2013

  • Fixed spectator bots picking up the bomb in Mann Vs. Machine.

Patch z 1. února 2013

  • Fixed a bug with item sets incorrectly applying their bonus when using Mann Vs. Machine upgrades of the same type.

Patch z 22. února 2013

  • Fixed giant robots sometimes getting stuck in Mann Vs. Machine.

Patch z 19. března 2013

  • Fixed the boss health bar sometimes disappearing.
  • Fixed the uber Medics in Wave 4 of the Broken Parts mission charging at the incorrect rate.

Patch z 27. března 2013

  • Fixed Engineer bots in Mann Vs. Machine building disposable Sentry Guns that upgrade into tiny, red, level 3 Sentry Guns.

Patch z 3. dubna 2013

  • Fixed a bug in Mann Vs. Machine related to carrying buildings and using the "Upgrade Buildings" canteen.

Patch z 13. května 2013

  • Fixed a bug that allowed level 3 mini-sentries in Mann Vs. Machine mode.

Patch z 10. července 2013 (Summer Event 2013)

  • In MvM, if all team members unready, the pre-round countdown will stop.
  • In MvM, when robots are killed by sniper headshots or explosive headshot upgrade, they will drop 'red' money that will automatically be collected when it would otherwise dissolve.
  • Renamed mvm_coaltown_event to mvm_ghost_town to fix a problem with voting for challenges in MvM when on Coal Town.
  • mvm_bigrock:
    • Fixed players building on rock in cave section.

Patch z 11. července 2013

  • Fixed incorrect projectile speed attributes being applied to giants in Mann vs. Machine.

Patch z 15. července 2013

  • Fixed some missing Sapper particles in Mann vs. Machine mode.

Patch z 29. října 2013 (Scream Fortress 2013)

  • Enabled Mann vs. Machine event map Wave 666 in bootcamp.
  • Fixed not being able to earn the Brotherhood of Steel achievement in MvM. (play with 5 friends)
  • [Nezmíněno] Inspecting a player in Mann vs. Machine (default key: F) now shows the upgrades of the player who is currently being inspected.

Patch z 21. listopadu 2013 (Two Cities Update)

  • Operation Two Cities
  • Players can earn a "Refund Upgrades" credit by collecting money during waves.
    • The amount required is listed in the scoreboard, and varies per-mission.
    • Any money collected – whether winning or losing – will count toward earning a credit.
    • To redeem, visit an Upgrades station and click the "Refund Upgrades" button.
    • Any money spent on buy-backs and Canteen charges will not be refunded.
  • Detailed player performance stats added to the scoreboard.
    • Damage and Tank. Total damage done to Gray Mann's forces.
    • Healing. Direct healing done to other players.
    • Support. A composite value that reflects anything a player has done to help their team:
      • Examples: reset a bomb, stun or slow an enemy, provide increased damage, block damage with invulnerability or shield, and lots more.
    • Money. The amount each player has collected.
  • Players can inspect upgrades on teammates via the "Inspect" key. ("F" by default)
  • Medic
    • Revive (no upgrade required)
      • Teammates leave behind a revive marker when they die.
      • Target the marker with your Medi Gun to revive them.
    • Projectile Shield Upgrade
      • Build Energy by healing teammates, reviving and preventing damage via Invuln ÜberCharge.
      • Press ATTACK3 to activate when Energy meter is full. (mouse3 by default)
      • While active:
        • Blocks all enemy projectiles.
        • Damages enemies on touch.
    • Mad Milk Syringes Upgrade
      • Syringe Gun needles apply Mad Milk (heal-on-hit for teammates) on contact.
    • Healing Mastery Upgrade (previously two separate upgrades)
      • +25% heal rate per point.
      • +25% revive rate per point.
      • +25% self-regen rate per point.
    • Overheal Expert Upgrade (previously two separate upgrades)
      • +25% more overheal per point.
      • +50% duration per point.
    • Canteen Specialist Upgrade.
      • Shares canteen charge effects with heal target
      • +1 second charge duration per point.
      • -10 canteen charge price per point.
  • Soldier
    • Rocket Specialist Upgrade
      • +15% rocket speed per point.
      • On direct hits
        • Stuns target (duration increases per point).
        • +15% increased blast radius per point.
        • No range-based falloff damage.
  • Heavy
    • Attack Projectiles Upgrade
      • Now has two levels.
        • Level one is less effective than before.
        • Level two is more effective than level one used to be.
      • Price reduced from 600 to 400 per point.
    • Rage Pushback upgrade activation moved to ATTACK3 (mouse3 by default)

Patch z 22. listopadu 2013

  • Fixed a server crash related to damaging the tank with the new Medic shield.
  • Fixed bots trying to attack an old sentry location after the gun has been picked up by the Engineer.
  • 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.
  • Fixed the Health Regen MvM upgrade string mistakenly displaying %.

Patch z 26. listopadu 2013

  • Fixed the Mann vs. Machine return-to-lobby timer not updating properly after a mission has been completed.

Patch z 27. listopadu 2013

Patch z 6. prosince 2013

  • Fixed a client crash related to the Mann vs. Machine mission victory panel.
  • Fixed players who join in the middle of a mission not receiving the Upgrade Refund credit if it has been earned by the team.
  • Fixed an exploit that allowed purchasing upgrades for weapons other than what they were intended for.
  • Updated mvm_rottenburg
    • Fixed a bug where the bomb could get stuck out of reach in the corner near the cap.
    • Fixed a bug where bots could be instantly killed by being pushed into the tank tunnel once opened.
    • Fixed a bug where money could get stuck in the tank barricade when it was rebuilt, preventing collection.
  • Updated mvm_mannhattan
    • Rebalanced Empire Escalation.
    • Fixed credits not always being collected when they fall into the grinder.
    • Fixed a bug that allowed the gates to be captured out of order.
    • Fixed a lighting bug related to lower graphics settings that cause the map to be too dark.
  • [Nezmíněno] Giant Bonk Scout: Reduced bonk regen bonus from +65% to +45%.
  • [Nezmíněno] Colonel Barrage: Removed -90% rage attribute.
  • [Nezmíněno] Colonel Barrage (gatebot variant): Removed -90% rage attribute until after all gates are captured.
  • [Nezmíněno] Major Crits (boss gatebot variant): Increased projectile speed penalty from -60% to -65%, and reduced rage penalty from -90% to -80% after all gates are captured.
  • [Nezmíněno] Major Crits (non-boss gatebot variant): Decreased reload rate bonus from +78% to +60%, increased projectile speed penalty from -60% to -65%, and removed -90% rage attribute.
  • [Nezmíněno] Giant Heal-On-Kill Heavy (boss gatebot variant): Increased rage giving penalty from -10% to -40%.

Patch z 20. prosince 2013

  • Fixed being able to inspect Blue-team bots.
  • Fixed the mission victory screen not always showing the correct information for each player.

Patch z 9. ledna 2014

  • Fixed the Mann vs. Machine scoreboard not always displaying values correctly.
  • Fixed an exploit in Mann vs. Machine related to purchasing upgrades.

Patch z 23. ledna 2014

  • Fixed the bots not being able to equip multiple cosmetic items.
  • Fixed Scout bots not playing the correct animation when stunned with the Sandman.
  • Fixed not being able to reset the countdown timer if a player disconnects while Ready.
  • Updated the countdown logic to un-Ready a team if someone quits during the final 10 seconds or disconnects while everyone else is Ready.
  • Updated mvm_rottenburg
    • Improved collision near barricade to reduce players getting stuck.
    • Fixed credits not always being collected when they fall into the barricade.
  • Updated mvm_mannhattan
    • Fixed being able to construct buildings inside the respawn room.
    • Fixed a material problem near the hatch.

Patch z 7. února 2014 #1

  • Fixed the MvM upgrade menu closing when a Strange item has its counter increment.

Patch z 5. března 2014

  • Fixed an exploit in Mann vs. Machine mode related to purchasing upgrades for free.

Patch z 22. prosince 2014 (Smissmas 2014)

  • Added chance to find Australium Weapon rewards to all Advanced and Expert Mann vs. Machine tours. Previously only available on Two Cities tour
  • Added Killstreak kits for Quickiebomb Launcher, Iron Bomber and Panic Attack in to Two Cities MannUp loot tables

Patch z 7. ledna 2015

  • Fixed grenades not dealing consistent damage against buildings and Mann vs. Machine tanks.

Patch z 9. ledna 2015

  • Fixed using the Holiday Punch to tickle Mann vs. Machine enemy bots.

Patch z 11. února 2015 #1

  • Fixed the Explosive Headshot upgrade in Mann vs. Machine not applying to the Classic.

Patch z 3. července 2015

  • Players no longer drop their weapons in MvM.

Patch z 18. srpna 2015

  • Fixed the Mann vs. Machine Medi Gun shield not being re-created after switching away from the Medi Gun and back while the charge is draining.
  • Fixed some alignment issues in the HUD meters for the Mann vs. Machine rage knockback and Medi Gun shield.

Patch z 1. října 2015

  • Fixed a server crash realted to Mann vs. Machine mode.

Patch z 13. listopadu 2015

  • Fixed a bug where players would see cosmetic items following them around while playing Mann vs. Machine

Patch z 25. listopadu 2015

  • Fixed missing crit rocket sound for giant Soldiers in Mann vs. Machine mode
  • Fixed control point HUD not being displayed for Mann vs. Machine maps with control points like Mannhattan

Patch z 22. prosince 2015

  • Fixed not being able to sell playerclass upgrades in Mann vs. Machine mode
  • Fixed bots sometimes not spawning in Mann vs. Machine mode

Unused content

  • RED versions of all of the robots (besides the Tank and Sentry Buster) can be found in the game files.

Bugs

  • Sometimes a menu such as team, class, or upgrade choice will freeze on screen, forcing the player to refresh the HUD. (This can be accomplished by typing hud_reloadscheme in the console or pressing Tab ⇆.)
  • Occasionally in a listen server, after changing to a custom mission, the robots may begin attacking before you start the wave. This only happens the first time you change to the mission in a session.
  • When killed by a dead robot, such as from afterburn, or when removing a destroyed Spy Bot's Sapper, the kill feed may show that the robot has moved to spectator mode. This is due to the internal routine that reassigns robot players for the next attack.
  • The Wave Summary displays incorrect numbers of Uber Medics for certain waves.
  • Sometimes after a wave is complete, the Administrator will continue to issue warnings about the bomb's progress. This does not impede progress in any way.
  • When a new Tank appears on the map just after another Tank is destroyed, the Administrator may issue an incorrect warning about the Tank's progress.
  • Giant robots have been known to die upon falling from a decent height, regardless of health remaining.
  • Robots that are destroyed while speaking and players who are killed while using Mann vs. Machine-related responses will continue speaking after their destruction/death. Tank Robots that are destroyed as they stop to deploy the bomb will continue to play the buzz and ding sound sequence.
  • Rarely, you can get your screen whited-out by a Sentry Buster's explosion without being affected. This can happen by being somewhere under it, without being able to see it. This can happen often on Decoy in the middle building when going towards the middle of the stairs or below the roof while jumping, provided there is a Sentry Buster on the roof.
  • It is possible for the Administrator to announce that a mission has failed when it has not. This can happen when destroying the bomb carrier as it is about to drop into the bomb hole. The bomb hatch will be destroyed, but the game considers the bomb undeployed. In this case, the following bomb carriers will never make it to the hatch as it will continue to kill anything that steps on it.
  • Sometimes, when a Mann Up mission is finished, the loot screen shows up empty. This can be fixed by entering hud_reloadscheme in the console.
  • There is a small number of Sentry Gun placements that are immune to Sentry Busters. If the target sentry is in one of these areas, the Sentry Buster will spawn, and without jumping down or exiting spawn, they will detonate. This does not show in the kill feed, and the Sentry Buster icon at the top of the screen will remain.
  • Certain sounds will become stuck in a loop if a wave is failed while they are playing. A notable example of this is the sentry buster ticking sound. This can be easily fixed by typing snd_restart into the console.
  • Rarely, before the round, the bomb will appear in the spawn points for the robots for all maps with no robot carrying it. An extremely rare case of this is the bomb being teleported to the hatch at the start of the round.
  • Rarely (although occasionally in listen servers), most of the robots' voice lines may not be robotized at all. For example, the death cry of an Engineer Bot or the laugh of a Sentry Buster.
  • Robot Spies' voices will not be robotized when heard from a distance (this excludes the laugh that is constantly heard when they are present on the map).
  • Rarely, near the last third of the sixth wave on Bigrock, if one or more players leave and are matched back onto the server, the spawn rate of the robots will drastically decrease, and most classes will not spawn at all. If a special class (Spies, Snipers) is active when this occurs, they will spawn in groups of two at a speed of about once per thirty seconds. When this occurs, friendly Sentry Guns will attempt to target players, though they will not do any damage. The only known method of overcome this bug when it occurs is to restart the game entirely.
  • Sometimes on Mann Up servers a glitch will occur where players are unable to join the server. The only way to fix this is for every player to leave the server.
  • Rarely a Demoman Bot will become glitched, causing only his sword to be visible, this robot can not be killed by any means known. The only option is to let the robots deploy the bomb to restart the round. If players choose to vote to restart the round, there is a small chance that the resulting restart will cause all robots to spawn at a slower rate. Although this may make the round easier to win, it will increase the amount of time it will take to win the wave (all waves are affected) to over 10 minutes per wave.
  • Very rarely, a robot may appear as a giant when it shouldn't be, or vice versa. Sometimes, the giant may still have the health of the smaller counterpart, or it may have the health that the giant version would have.
  • Rarely, if an Engineer Bot's Teleporter is not destroyed by the time the wave ends, the Teleporter will not self destruct and continue spawning robots when the next wave begins.
  • Occasionally, if a Giant Robot is destroyed with the Medic's Projectile Shield, it will create a normal sized robot ragdoll with a head proportional size to the giant.
    • This can also happen with any weapons that would cause ragdolls to normally be vaporized, such as the Cow Mangler 5000.
  • If a player is inspected during setup or mid-game, upgrades may be lost. If occurring during setup, money spent on the lost upgrades will be refunded. If occurring mid-game, however, there will be no refund on lost upgrades.
    • This happens most often with building upgrade canteens.
  • Rarely, robots may stop spawning and cause the wave to be unbeatable, this can only be fixed by restarting the map.
  • Sometimes, when playing two Mann Up missions in one play session, the second mission completion loot screen may show the loot screen from the previous mission and the advice for "Found Items" won't show up. Items will still be obtained after updating backpack.
  • Rarely, a human ragdoll will appear rather than a robotic one.
  • Very rarely, a RED Demoman's projectiles may appear to be blue instead of red when fired. Damage to enemy robots is unaffected.
  • If a player is set to be votekicked and leaves the game before the voting is finished, the player is recognized as Banned from the server if the votekick was successful.
  • There's a popular method of gaining 'infinite' refunds by either joining Spectator and then picking random when selecting a team OR by going into the team selection screen and then pressing "1". These methods can only work if the refund credit was earned already.
  • Rarely, in Mannhattan, stray radio waves will appear in midair, even if no robots are under them, when a robot successfully captures a point.
  • Rarely, the gate before Gate A in Mannhattan will appear to be still open even though the gate closing sound plays and there are no robots passing through it before it closes. The same situation may apply to Gate A when Gate B is captured.
  • If a player suicides or is killed on top of the wooden tank barrier in Rottenburg, the reanimator will disappear underneath it and cannot be used by a Medic, regardless if the barrier is destroyed or not.
  • If the "Change mission" vote is successful while the round is about to begin, the next round (after the game restarts and spawns everyone to the first wave of the new mission) will have the wave start instantly, without giving the players a chance to ready themselves.
    • Additionally, the Announcer does not say that the mission is about to begin, and no music plays.
  • Entering a round that is in progress during the set-up phase, will cause the Announcer to not say anything and no music will play. The rest of the waves will play normally, however.
  • Deploying a Mini-Sentry during the setup phase causes the Mini-Sentry having only 50% of health after it is built. This happens due the Mini-Sentry starting with 50% when deploying it and getting 100% after being fully built.

External links