Difference between revisions of "Mechanical Magic (custom mission)"
(expanded information on Wheel of Fate effects) |
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| mission-diff = {{common string|mission advanced}} | | mission-diff = {{common string|mission advanced}} | ||
| mission-startingmoney = 900 | | mission-startingmoney = 900 | ||
− | | mission-maxmoney = | + | | mission-maxmoney = 7420 |
| mission-minrespawn = 6 | | mission-minrespawn = 6 | ||
| mission-maxrespawn = 12 | | mission-maxrespawn = 12 | ||
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**On Wave 1, <b>Whammy</b> in the form of [[Jarate]] will rain around the battlefield, affecting both teams. In turn, all robots are able to deal mini-crits. | **On Wave 1, <b>Whammy</b> in the form of [[Jarate]] will rain around the battlefield, affecting both teams. In turn, all robots are able to deal mini-crits. | ||
**On Wave 2, <b>Super Speed</b> will cause every defender to run faster. In turn, the robots either have means to travel quickly or slow down the defenders. | **On Wave 2, <b>Super Speed</b> will cause every defender to run faster. In turn, the robots either have means to travel quickly or slow down the defenders. | ||
− | **On Wave 3, <b>Whammy</b> in the form of [[Afterburn]] | + | **On Wave 3, <b>Whammy</b> in the form of [[Ghost]]s and [[Skeletons]] will spawn around the battlefield. In turn, the robots will wear various cosmetics. |
+ | ***Wave 3 was previously an afterburn wave with <b>Whammy</b> in the form of [[Afterburn]] that would have affected all defenders. In turn, the robots also ignited defenders and wielded weapons that took advantage on afterburn (such as the [[Sun-on-a-Stick]]). However, due to a bug, the defenders will only be ignited briefly, which rendered the effect useless; this bug is the reason why the original wave 3 was cut. | ||
**On Wave 4, <b>Zero Gravity</b> will be applied to both teams. In turn, the robots either jump or deal knockback to disorient the defenders. | **On Wave 4, <b>Zero Gravity</b> will be applied to both teams. In turn, the robots either jump or deal knockback to disorient the defenders. | ||
**On Wave 5, <b>ÜberCharge</b> is permanently granted to all defenders. In turn, the robots, while unable to kill the defenders, can still thwart the defenders through forced taunts and knockback. | **On Wave 5, <b>ÜberCharge</b> is permanently granted to all defenders. In turn, the robots, while unable to kill the defenders, can still thwart the defenders through forced taunts and knockback. |
Revision as of 09:45, 13 November 2019
“I built that.” This page contains information about a custom Mann vs. Machine mission that is not an official Mann vs. Machine mission. To see official Mann vs. Machine missions, go to here. |
Mechanical Magic | |
---|---|
Basic Information | |
Name: | Mechanical Magic |
File name: |
mvm_wizardry_adv_mechanical_magic
|
Developer(s): | Dayal |
Map: | Wizardry |
Mission type: | Invasion |
Waves: | 7 |
Difficulty: | Advanced |
Starting credits: | 900 |
Maximum possible credits: | 7420 |
Minimum respawn wave time: | 6 |
Maximum respawn wave time: | 12 |
Fixed respawn time: | No |
Tour: | Madness vs Machines |
Sentry Buster spawn time: | 30 seconds |
Sentry Buster respawn time: | 30 seconds |
Mechanical Magic is an advanced invasion mission made by Dayal. It is available on the custom Wizardry map.
Waves
Other
- At the beginning of each wave, Merasmus will announce that the Wheel of Fate will spin to give a predetermined effect, and since the same effect applies on each wave, the robots are themed around it. This effect will last until the wave is completed or failed. They are as follows:
- On Wave 1, Whammy in the form of Jarate will rain around the battlefield, affecting both teams. In turn, all robots are able to deal mini-crits.
- On Wave 2, Super Speed will cause every defender to run faster. In turn, the robots either have means to travel quickly or slow down the defenders.
- On Wave 3, Whammy in the form of Ghosts and Skeletons will spawn around the battlefield. In turn, the robots will wear various cosmetics.
- Wave 3 was previously an afterburn wave with Whammy in the form of Afterburn that would have affected all defenders. In turn, the robots also ignited defenders and wielded weapons that took advantage on afterburn (such as the Sun-on-a-Stick). However, due to a bug, the defenders will only be ignited briefly, which rendered the effect useless; this bug is the reason why the original wave 3 was cut.
- On Wave 4, Zero Gravity will be applied to both teams. In turn, the robots either jump or deal knockback to disorient the defenders.
- On Wave 5, ÜberCharge is permanently granted to all defenders. In turn, the robots, while unable to kill the defenders, can still thwart the defenders through forced taunts and knockback.
- On Wave 6, Critical Hits is permanently granted to all defenders. In turn, the robots are also granted a permanent 100% critical hit chance, along with a Tank with the most health in the entire campaign.
- On Wave 7, Whammy in the form of 100 banana peels are dropped around the battlefield. Defenders that step on them will be temporarily stunned (as if by a Ghost). The boss also drops banana peels as it carries the bomb.