Difference between revisions of "Mann vs. Machine/ko"
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* Fixed some missing Sapper particles in Mann vs. Machine mode. | * Fixed some missing Sapper particles 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 <code>hud_reloadscheme</code> in the [[console]] or pressing {{key|TAB}}.) | ||
+ | * When killed by a dead bot, such as from afterburn, or when removing a destroyed Spy bot's Sapper, the kill feed may show that the bot has moved to spectator mode. This is due to the internal routine that reassigns bot players for the next attack. | ||
+ | * Sometimes after the wave is complete, the Administrator will continue to issue warnings about the bomb's progress. This does not impede progress in any way. | ||
+ | * Bots will occasionally become stuck when jumping down into the map from their spawn. On rarer occasions this will cause the bot to immediately die upon touching the ground. | ||
+ | * Giant bots have been known to die upon falling from a decent height, regardless of health remaining. | ||
+ | * Bots 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. | ||
+ | * It is possible for the Administrator to announce the team has failed the mission when they haven't, by destroying the bomb carrier as it is about to disappear into the bomb hole. The bomb hatch will be destroyed, but the game considers the bomb undeployed. In this case, the real bomb will never make it to the hatch as it will continue to kill anything that steps in to it. | ||
+ | * Hitting the F4 key will still toggle ready-up even if the ready-up command was set to another key. | ||
+ | * Sometimes, when the map is finished, the loot screen shows up empty. This situation becomes recurrent for the player affected. | ||
+ | * 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 blow up. 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 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 bots for all maps with no bot carrying it. | ||
+ | * Rarely, most of the robots' voice lines may not be robotized at all. | ||
+ | * 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 Big Rock, if one or more players leaves and is matched back into the server, the spawn rate of 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 circumnavigating this bug when it occurs is to restart the game entirely. | ||
+ | * Sometimes on Mann Up Mode Servers there is a glitch were players cannot join the server. The only way to fix it is for every player to leave the server. | ||
+ | *Rarely a Demoman Bot will glitch, with only his sword viewable, this bot can not be killed by any means known. Only option is to let the bots plant the bomb to restart the round. If players choose to vote to restart the round (because there are no more bots to kill or deliver the bomb and players are now stuck on an unfinished round) there is a small chance that the resulting restart will cause all bots to spawn more slowly. Although this may make the round easier to win it will increase the amount of time to win the wave (all waves are effected) to over 10 minutes per wave. | ||
+ | |||
+ | == External links == | ||
+ | * [http://www.teamfortress.com/mvm/ Mann vs. Machine Website] | ||
+ | |||
{{MannVsMachineNav}} | {{MannVsMachineNav}} | ||
+ | {{MvmMissionsNav}} | ||
+ | {{Maps nav}} | ||
+ | |||
+ | [[Category:Game modes]] |
Revision as of 15:44, 14 August 2013
“넌 너무 작아! 정말 가소롭군!” 이 글은 토막글입니다. 아직 완료되지 않은 글입니다. 당신은 이 글을 확장시켜서 팀 포트리스 2 위키에 도움을 줄 수 있습니다. |
“ | 그레이 만은 단 하나의 목적으로 이 거침없는 기계 군단을 세웠습니다. 다행스럽게도, Mann Co.를 파괴하려는 로봇 군단의 대부분은 건물 전체를 날려버릴 수 없는 기초적인 무기를 갖추고 있다는 것입니다. 재수없는 것은, 그놈들은 대형 폭탄에 접근해서는 Mann Co.를 지옥으로 끌고갈, 그러니까 폭탄구멍에 그걸 떨어트린다는 것입니다. 그리고 이것을 막을지는 당신에게 달렸습니다.
— Mann vs. 기계 공식 광고
|
” |
Mann 대 기계는 같은 이름의 업데이트를 통해 공개된 협동 게임 모드입니다. Mann 대 기계에서는 6명의 플레이어로 구성된 팀으로 로봇 군단이 기지로 폭탄을 운반하는 것을 막습니다. 인공지능으로 제어되는 적과 협동 게임 플레이 뿐만 아니라, 다른 모드와 달리 게임을 진행하는 동안, 플레이어가 게임 상에서 사용하는 무기에 대한 업그레이드를 구입할 수 있습니다. 구입한 모든 업그레이드는 게임이 끝날 때까지 지속되며, 플레이어가 게임 중 나갔다 들어오더라도 유지됩니다. Mann 대 기계에서는 Mann 대 기계 업적 외에는 달성할 수 없습니다. Mann 대 기계에서는 일반 모드와 다른 "최고의 순간들"을 사용합니다. 이 게임 모드는 현재 5개의 난이도로 구성되어 있습니다:노말, 중급, 상급, 전문가, 그리고 악몽(666).
목차
동영상
트레일러 | Instructional Film |
---|---|
구성
팀은 인공지능으로 제어되는 로봇 군단을 공격하여 로봇이 플레이어의 기지에 폭탄을 완전히 운반하는 것을 막아야합니다.(이는 수레 밀기와 비슷합니다.) 각 로봇은 파괴될 경우 플레이어에게 자금이 제공됩니다. 로봇의 공격 간격 사이에, 플레이어는 이 자금을 사용하여 업그레이드실에서 무기를 업그레이드할 수 있습니다.
자금으로, 업그레이드실에서 플레이어의 수통을 증진—개인 우버차지나 5초 동안 지속되는 치명타 증진, 탄약 충전 등—으로 채우거나 엔지니어가 구조물 신속 건설 업그레이드하거나 생성 지점으로 순간이동이 가능합니다. 이 능력은 각각 세 번씩 사용할 수 있습니다.
로봇
대부분의 로봇 군단은 기본 무기가 장착된 로봇 형태의 아홉 가지 클래스로 구성되어 있습니다. 하지만, 특별한 능력을 지닌 특수 로봇도 있습니다.
로봇이 폭탄을 운반하는 동안, 로봇은 이동속도가 반으로 줄어듭니다. 그러나, 폭탄 운반 로봇은 시간이 지남에 따라 증가 버프를받습니다. HUD에서 다음 버프 때 까지의 시간을 표시합니다. 이 증진은 세 단계로 나눠지며, 이는 누적됩니다.
단계 | 업그레이드 내용 | 시간간격 (초) |
---|---|---|
첫 번째 단계 | 근처의 로봇에게 방어 증진이 발생합니다. | 5 |
두 번째 단계 | 체력이 자동으로 회복됩니다. | 15 |
세 번째 단계 | 무조건 치명타가 발생합니다. | 15 |
특수 로봇은 증진을 받지 못합니다.
능력치와 업그레이드
스카웃 |
|
---|---|
솔저 | |
파이로 | |
데모맨 |
|
헤비 |
|
엔지니어 | |
메딕 |
|
스나이퍼 | |
스파이 |
맵
이름 | 사진 | 파일 이름 |
---|---|---|
Big Rock | mvm_bigrock
| |
Coal Town | mvm_coaltown
| |
Coaltown Event | mvm_ghost_town
| |
Decoy | mvm_decoy
| |
Mannworks | mvm_mannworks
|
Related achievements
Update history
- Added Mann vs. Machine.
- Added maps: Coal Town, Decoy, and Mannworks.
- 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
.
- 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.
- 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
- 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.
- 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]
.
- Parameters
- 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.
- 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).
- 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.
- Explosive Headshots
- 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.
2012년 10월 26일 패치 (Spectral Halloween Special)
- Added map: Coaltown Event.
- Fixed a Linux dedicated server crash related to Mann vs. Machine mode.
- 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.
- Fixed Mann vs. Machine popfiles not properly resetting on changelevel.
- 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.
- 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.
- 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.
- Fixed spectator bots picking up the bomb in Mann Vs. Machine.
- Fixed a bug with item sets incorrectly applying their bonus when using Mann Vs. Machine upgrades of the same type.
- Fixed giant robots sometimes getting stuck in Mann Vs. Machine.
- Fixed the boss health bar sometimes disappearing.
- Fixed the uber Medics in Wave 4 of the Broken Parts mission charging at the incorrect rate.
- Fixed Engineer bots in Mann Vs. Machine building disposable Sentry Guns that upgrade into tiny, red, level 3 Sentry Guns.
- Fixed a bug in Mann Vs. Machine related to carrying buildings and using the "Upgrade Buildings" canteen.
- Fixed a bug that allowed level 3 mini-sentries in Mann Vs. Machine mode.
- 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.
- Fixed incorrect projectile speed attributes being applied to giants in Mann vs. Machine.
- Fixed some missing Sapper particles 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 ⇆.) - When killed by a dead bot, such as from afterburn, or when removing a destroyed Spy bot's Sapper, the kill feed may show that the bot has moved to spectator mode. This is due to the internal routine that reassigns bot players for the next attack.
- Sometimes after the wave is complete, the Administrator will continue to issue warnings about the bomb's progress. This does not impede progress in any way.
- Bots will occasionally become stuck when jumping down into the map from their spawn. On rarer occasions this will cause the bot to immediately die upon touching the ground.
- Giant bots have been known to die upon falling from a decent height, regardless of health remaining.
- Bots 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.
- It is possible for the Administrator to announce the team has failed the mission when they haven't, by destroying the bomb carrier as it is about to disappear into the bomb hole. The bomb hatch will be destroyed, but the game considers the bomb undeployed. In this case, the real bomb will never make it to the hatch as it will continue to kill anything that steps in to it.
- Hitting the F4 key will still toggle ready-up even if the ready-up command was set to another key.
- Sometimes, when the map is finished, the loot screen shows up empty. This situation becomes recurrent for the player affected.
- 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 blow up. 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 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 bots for all maps with no bot carrying it.
- Rarely, most of the robots' voice lines may not be robotized at all.
- 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 Big Rock, if one or more players leaves and is matched back into the server, the spawn rate of 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 circumnavigating this bug when it occurs is to restart the game entirely.
- Sometimes on Mann Up Mode Servers there is a glitch were players cannot join the server. The only way to fix it is for every player to leave the server.
- Rarely a Demoman Bot will glitch, with only his sword viewable, this bot can not be killed by any means known. Only option is to let the bots plant the bomb to restart the round. If players choose to vote to restart the round (because there are no more bots to kill or deliver the bomb and players are now stuck on an unfinished round) there is a small chance that the resulting restart will cause all bots to spawn more slowly. Although this may make the round easier to win it will increase the amount of time to win the wave (all waves are effected) to over 10 minutes per wave.
External links
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