Difference between revisions of "Credits"
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== Collection == | == Collection == | ||
{{cleanup|Scout HP boost needs verification (might differ based on amount or pile size), do Ambassador/reflected Huntsman/other non-Sniper headshots count for red money?}} | {{cleanup|Scout HP boost needs verification (might differ based on amount or pile size), do Ambassador/reflected Huntsman/other non-Sniper headshots count for red money?}} | ||
− | Any class can run over a pile to collect it, sometimes triggering voice lines encouraging other players to join in. [[Scout]]s have the ability to attract credits from about the width of a control point away, making it easier and faster to collect numerous piles. Scouts also gain health for collecting credits; the amount of health | + | Any class can run over a pile to collect it, sometimes triggering voice lines encouraging other players to join in. [[Scout]]s have the ability to attract credits from about the width of a control point away, making it easier and faster to collect numerous piles. Scouts also gain health for collecting credits; the amount of health received is based on the size of the pile. The health received starts at 50 at normal health and decreases as the Scout's health increases, down to approximately 5 health per credit pile at 700 HP and over. All credits collected are shared equally amongst all players; if a credit pile is worth 50 credits, all players will gain 50 credits when any player collects it. |
As the amount of credits dropped is dependent on the number of robots in the wave, the amount gained from a single pickup is not fixed and can vary between two otherwise identical piles. You would have to know when it is wise to pick up credits on the ground from destroyed robots, or go for the robots and get larger sums of credits. The total amount of all credit pickups active on the map is displayed underneath the player's current cash; this number appears green if no credits in the wave have been missed, and black otherwise. | As the amount of credits dropped is dependent on the number of robots in the wave, the amount gained from a single pickup is not fixed and can vary between two otherwise identical piles. You would have to know when it is wise to pick up credits on the ground from destroyed robots, or go for the robots and get larger sums of credits. The total amount of all credit pickups active on the map is displayed underneath the player's current cash; this number appears green if no credits in the wave have been missed, and black otherwise. |
Revision as of 20:43, 24 June 2014
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Pickup Type: | Credits |
“ | For reasons I can't comprehend or explain, the robots run on piles of money. Destroy them and whatever falls out is yours.
— Miss Pauling
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Credits are piles of cash which drop when robots are destroyed in Mann vs. Machine mode. Regular robots will drop small piles of cash while giant robots and tanks drop larger piles of cash. The amount of credits dropped per sub-wave is fixed, usually a multiple of 50 or 100, and is distributed equally amongst all robots in that sub-wave (for example, in a sub-wave of 30 robots that gives 100 credits, each robot will drop either 3 or 4 credits that overall sums to 100). Normally, support-only classes (such as Snipers, Spies, and Sentry Busters) do not drop credits. Other support classes may drop credits up to a maximum amount at which point killing more of them will not drop any more, and if this maximum amount has not been reached by the end of a wave then all remaining robots of that support group will drop the remainder. Credits will have sizes depending on how much is dropped. 9 or less will drop a small pile of credits, 10-24 will drop a medium pile and 25+ will drop a large pile of credits.
Credits can be used at Upgrade Stations to purchase weapon upgrades, abilities, and Power Up Canteen buffs. To date, all missions start players off with 400 credits, with the exception of Mech Mutilation, where players will start with 1000 credits; Calignious Caper, where players start with 5000 credits; and all of the Bigrock missions, where players start with 1200 credits in Benign Infiltration and Bone Shaker and 1500 credits in Broken Parts
Players who have been killed have the option of buying back into the game early (default key H) for 5 credits per second remaining (e.g. the cost is 25 credits to skip 5 seconds of respawn delay). The defending team is notified via a sound cue as well as a message in the chat box indicating how many credits were spent. Scouts respawn almost instantly (there is a delay of approximately two seconds between the deathcam screen disappearing and respawning) and thus have very little need for this mechanic.
If a player joins a game already in progress, they will receive the total amount of credits that have been collected so far in the previous and current rounds of the game, including the starting credits.
Collection
“Oh dear, I've made quite a mess.” This page has been marked for general cleanup. Reason given: Scout HP boost needs verification (might differ based on amount or pile size), do Ambassador/reflected Huntsman/other non-Sniper headshots count for red money? Please see Team Fortress Wiki style guide for information on how to improve this article. |
Any class can run over a pile to collect it, sometimes triggering voice lines encouraging other players to join in. Scouts have the ability to attract credits from about the width of a control point away, making it easier and faster to collect numerous piles. Scouts also gain health for collecting credits; the amount of health received is based on the size of the pile. The health received starts at 50 at normal health and decreases as the Scout's health increases, down to approximately 5 health per credit pile at 700 HP and over. All credits collected are shared equally amongst all players; if a credit pile is worth 50 credits, all players will gain 50 credits when any player collects it.
As the amount of credits dropped is dependent on the number of robots in the wave, the amount gained from a single pickup is not fixed and can vary between two otherwise identical piles. You would have to know when it is wise to pick up credits on the ground from destroyed robots, or go for the robots and get larger sums of credits. The total amount of all credit pickups active on the map is displayed underneath the player's current cash; this number appears green if no credits in the wave have been missed, and black otherwise.
Credits have an expiration time and will start flashing to alert players when they are about to expire. When expired, the credits will disappear into a puff of flame. Robots killed by Sniper headshots (or kills from the explosive headshot upgrade) will cause the dropped money to become red, and will automatically become collected at the point where it would normally disappear. Red credit piles appear identical to normal ones, with the exception of the red dollar sign particle effect that emits from them, instead of the normal green.
The number of credits collected in a wave is graded by the Administrator as a credit rating ranging from A to F. Collecting all credits dropped during a wave will result in a credit rating of A+ and a bonus of 100 credits to each player. The credit rating for an entire game is also tracked as the sum of all its rounds.
Related achievements
Mann vs. Machievements
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Update history
- Added Mann vs. Machine.
- Fixed a UI Bug that would display previous MvM loot on the victory screen for subsequent MvM games.
- Added a new currency UI element to indicate money that is active in the world.
- Fixed a bug where players' money would not be set properly when restoring a checkpoint.
- Added more credits to Caliginous Caper, Wave 666.
- Robots killed by Sniper headshots or the explosive headshot upgrade now drop 'red' money that will automatically be collected when it would otherwise dissolve.
- Fixed players not being able to earn the Frags to Riches achievement if there is money in the world when the mission is completed.
Gallery
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