Difference between revisions of "Upgrade Station"

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{{Infobox
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{{Other uses|this=the Mann vs. Machine Upgrade Station|for=the one used in Freaky Fair|Freaky Fair}}
|title=Upgrade Station
+
[[File:MvM Upgrade Station.png|right|400px]]
|align=right
+
{{Quotation|'''[[Saxton Hale]]'''|When a robot kills a human, we erupt into a pleading [[Gibs|mist of blood, meat particles]] and tears, which you can't really trade for anything. But when a robot dies, he explodes in a [[Credits|shower of money]], which, during between-wave lulls, you can exchange at any Upgrade Station for weapon, item and ability upgrades.}}
|imagewidth=350px
+
 
|image=MvM Upgrade Station.png
+
An '''Upgrade Station''' is a place for players to buy weapon upgrades, abilities, and [[Power Up Canteen]] buffs in [[Mann vs. Machine]]. Players may access any kiosk in the base at any time to purchase upgrades with collected [[credits]]. The cost of each upgrade does not increase with a repeated purchase. Between waves, players may modulate the number of levels in an upgrade by pressing the '''+''' and '''-''' buttons to redistribute their credits if they have made a mistake before accepting the upgrade. Once accepting the upgrade it cannot be revoked unless all upgrades are refunded.
}}
 
{{Quotation|'''[[Saxton Hale]]'''|When a robot kills a human, we erupt into a pleading mist of blood, meat particles and tears, which you can't really trade for anything. But when a robot dies, he explodes in a shower of money, which, during between-wave lulls, you can exchange at any Upgrade Station for weapon, item and ability upgrades.}}
 
An '''Upgrade Station''' is a place for players to buy weapon upgrades, abilities, and [[Power Up Canteen]] buffs in [[Mann vs. Machine (game mode)|Mann vs. Machine]]. Players may access one of the two kiosks in the base at any time to purchase upgrades with collected [[credits]]. The cost of each upgrade does not increase with a repeated purchase. Between waves, player may modulate the number of levels in an upgrade by pressing the '''+''' and '''-''' buttons to redistribute their credits if they have made a mistake.
 
  
Upgrades and used credits are lost during class changes between waves. Players may reselect their class in order to regain upgrades. This icon ([[File:MvM Class upgraded.png|15px]]) will appear next to a class in the Class Selection Menu if that class already has upgrades applied to it. Upgrades can carry over class changes, if they apply to a different class.  Changing weapons will lose all upgrades associated with that weapon, but will be regained once the player switches back to it. Disconnecting from a server and rejoining will allow the player to retain their current amount of credits and upgrades if they choose the same class.
+
Upgrades cannot be refunded during a wave. During the first wave, upgrades can be individually refunded by pressing the minus button to regain the money spent for it and forfeit the upgrade. This includes missions where there is only one wave, such as [[Caliginous Caper (mission)|Caliginous Caper]]. During any wave, the button to refund is grayed out, preventing a full refund of every upgrade.
  
Failing to complete a wave will refund the credits spent before that wave to give the player a chance to use a different strategy. Otherwise, credits will not be refunded after accepting the upgrades.
+
During the setup of the first wave of the mission, upgrades can be sold back if the player wants to change weapons, classes, or buy a different upgrade. During the setup for each wave, players may refund their upgrades in the upgrade station menu as many times as necessary. A {{botignore|wrench}} icon ([[File:MvM Class upgraded.png|15px]]) appears next to a class in the Class Selection Menu if that class already has upgrades applied to it. Upgrades apply to only a single weapon or to a single class if the upgrades purchased directly affect the player. Un-equipping a weapon deactivates all upgrades associated with that weapon, but they are regained if the player re-equips it. Disconnecting from a server and rejoining allows the player to retain their current amount of credits and upgrades if the player chooses the same class.
  
Since there are no [[Resupply Cabinet]]s in the base, purchasing an upgrade from an Upgrade Station will restore health and ammo without needing to switch classes. Players cannot heal using the Upgrade Station during waves.
+
Failing to complete a wave refunds the credits spent during the setup of that wave to give the player a chance to use a different strategy. It does not refund every upgrade gained across every wave.
  
==User Interface ==
+
Since there are no [[Resupply Cabinet]]s in the base, purchasing an upgrade from an Upgrade Station restores the player's health and ammo. Players cannot heal using the Upgrade Station during waves and may only refill their ammo across all weapons.
[[Image:MvM Upgrade UI.jpg|right|300px]]
 
Upgrade Stations are accessed by walking up to them. By default, the primary weapon slot is selected. The UI automatically shades upgrades in a slot if the player cannot afford them. Players may cancel at any time or simply walk away from the kiosk before accepting an upgrade to regain the credits used during the session.
 
  
 +
== User Interface ==
 +
[[Image:MvM Upgrade UI.png|right|300px]]
 +
Upgrade Stations are accessed by walking up to them. By default, the primary weapon slot is selected. The UI automatically shades upgrades in a slot if the player cannot afford them. Players may hit the "Cancel" button at any time or simply walk away from the kiosk before accepting an upgrade to regain the credits used during the session.
  
 
=== Class ===
 
=== Class ===
 
+
{{Upgrade station class}}
{| class="wikitable grid" style="border:1px solid #333;"
 
! class="header" width="200px" style="background: #333; color: white; border:1px solid #333;" | Upgrade
 
! class="header" width="150px" style="background: #333; color: white; border:1px solid #333;" | Classes
 
! class="header" width="100px" style="background: #333; color: white; border:1px solid #333;" | Cost
 
! class="header" width="100px" style="background: #333; color: white; border:1px solid #333;" | Levels
 
! class="header" width="350px" style="background: #333; color: white; border:1px solid #333;" | Notes
 
|-
 
| style="border:1px solid #333;" | '''+25% Blast Resistance'''
 
| rowspan="7" style="border:1px solid #333;" | {{icon class|All Classes|16px}} All classes
 
| style="border:1px solid #333;" | 350
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Take less damage from [[explosions]], including self-damage, e.g., [[Jumping#Soldier jumps|rocket jumps]] and [[Jumping#Demoman jumps|sticky jumps]].
 
|-
 
| style="border:1px solid #333;" | '''+25% Bullet Resistance'''
 
| style="border:1px solid #333;" | 350
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Take less damage from [[hitscan]] weapons, including [[:Category:Melee_weapons|melee]] weapons and taunt attacks.
 
|-
 
| style="border:1px solid #333;" | '''+10% Movement Speed'''
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Adds 10% to movement speed.
 
|-
 
| style="border:1px solid #333;" | '''+2% Health Regen'''
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 5
 
| style="border:1px solid #333;" | Regenerates [[health]] every second.
 
|-
 
| style="border:1px solid #333;" | '''+20% Jump Height'''
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | [[Jumping|Jump]] higher.
 
|-
 
| style="border:1px solid #333;" | '''+25% Fire Resistance'''
 
| style="border:1px solid #333;" | 150
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Take less damage from fire and [[afterburn]].
 
|-
 
| style="border:1px solid #333;" | '''+25% [[Critical Hit|Crit]] Resistance'''
 
| style="border:1px solid #333;" | 150
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Take less damage from [[critical hits]].
 
|-
 
| style="border:1px solid #333;" | '''+5 [[Metal]] Regen'''
 
| style="border:1px solid #333;" | {{Class link|Engineer}}
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 5
 
| style="border:1px solid #333;" | [[Metal]] is regenerated every 5 seconds.
 
|-
 
|}
 
  
 
=== Weapon ===
 
=== Weapon ===
 
 
 
==== Primary ====
 
==== Primary ====
{| class="wikitable grid" style="border:1px solid #333;"
+
{{Upgrade station primary}}
! class="header" width="200px" style="background: #333; color: white; border:1px solid #333;" | Upgrade
 
! class="header" width="250px" style="background: #333; color: white; border:1px solid #333;" | Weapons
 
! class="header" width="50px" style="background: #333; color: white; border:1px solid #333;" | Cost
 
! class="header" width="50px" style="background: #333; color: white; border:1px solid #333;" | Levels
 
! class="header" width="300px" style="background: #333; color: white; border:1px solid #333;" | Notes
 
|-
 
| style="border:1px solid #333;" | '''Destroy Projectiles'''
 
| rowspan="2" style="border:1px solid #333;" | {{icon class|Heavy|16px}} [[Minigun]], [[Natascha]], [[Iron Curtain]], [[Brass Beast]], [[Tomislav]], [[Huo-Long Heater]]
 
| style="border:1px solid #333;" | 600
 
| style="border:1px solid #333;" | 1
 
| style="border:1px solid #333;" | Bullets destroy [[Rockets]] and [[Grenades]] mid-flight
 
|-
 
| style="border:1px solid #333;" | '''Knockback Rage'''
 
| style="border:1px solid #333;" | 350
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | +1 rage on damage, taunt to knock back targets on damage
 
|-
 
| style="border:1px solid #333;" | '''+20% Damage'''
 
| rowspan="2" style="border:1px solid #333;" | {{icon class|Soldier|16px}} [[Rocket Launcher]], [[Direct Hit]], [[Black Box]], [[Rocket Jumper]], [[Liberty Launcher]], [[Cow Mangler 5000]], [[Original]], [[Beggar's Bazooka]]<br>{{icon class|Demoman|16px}} [[Grenade Launcher]], [[Loch-n-Load]]
 
| style="border:1px solid #333;" | 500
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25% Projectile Speed'''
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25% Damage'''
 
| style="border:1px solid #333;" | {{icon class|Scout|16px}} [[Scattergun]], [[Force-A-Nature]], [[Shortstop]], [[Soda Popper]], [[Baby Face's Blaster]]<br>{{icon class|Pyro|16px}} [[Flame Thrower]], [[Backburner]], [[Degreaser]], [[Phlogistinator]], [[Rainblower]]<br>{{icon class|Sniper|16px}} [[Sniper Rifle]], [[Huntsman]], [[Sydney Sleeper]], [[Bazaar Bargain]], [[Machina]], [[Hitman's Heatmaker]], [[AWPer Hand]]
 
| style="border:1px solid #333;" | 400
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+2 Clip Size'''
 
| style="border:1px solid #333;" | {{icon class|Soldier|16px}} Rocket Launcher, Direct Hit, Black Box, Rocket Jumper, Liberty Launcher, Cow Mangler 5000, Original, Beggar's Bazooka<br>{{icon class|Demoman|16px}} Grenade Launcher, Loch-n-Load<br>{{icon class|Medic|16px}} [[Crusader's Crossbow]]
 
| style="border:1px solid #333;" | 400
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+50% Clip Size'''
 
| style="border:1px solid #333;" | {{icon class|Scout|16px}} [[Scattergun]], [[Force-A-Nature]], [[Shortstop]], [[Soda Popper]], [[Baby Face's Blaster]]<br>{{icon class|Engineer|16px}} [[Shotgun]], [[Frontier Justice]], [[Widowmaker]], [[Pomson 6000]]<br>{{icon class|Medic|16px}} [[Syringe Gun]], [[Blutsauger]], [[Overdose]]
 
| style="border:1px solid #333;" | 400
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''Projectile Penetration'''
 
| style="border:1px solid #333;" | {{icon class|All Classes|16px}} [[Hitscan#Bullet weapons|Bullet weapons]]<br>{{icon class|Sniper|16px}} Huntsman
 
| style="border:1px solid #333;" | 400
 
| style="border:1px solid #333;" | {{icon class|Heavy|16px}} 3<br>{{icon class|All Classes|16px}} 1
 
| style="border:1px solid #333;" | Projectiles penetrate enemy players.
 
|-
 
| style="border:1px solid #333;" | '''Explosive Headshot'''
 
| style="border:1px solid #333;" | {{icon class|Sniper|16px}} Sniper Rifle, Huntsman, Bazaar Bargain, Machina, Hitman's Heatmaker, AWPer Hand
 
| style="border:1px solid #333;" | 350
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Increased headshot explosion radius and damage to nearby enemies
 
|-
 
| style="border:1px solid #333;" | '''+5s [[Bleeding|Bleed]] On Target'''
 
| style="border:1px solid #333;" | {{icon class|Sniper|16px}} Huntsman
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25% Faster Charge'''
 
| style="border:1px solid #333;" | {{icon class|Sniper|16px}} Sniper Rifle, Sydney Sleeper, Bazaar Bargain, Machina, Hitman's Heatmaker, AWPer Hand
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+50% Ammo Capacity'''
 
| style="border:1px solid #333;" | {{icon class|All Classes|16px}} All [[Ammo|ammunition-using]] Primary Weapons
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Ammo pickups grant more ammo proportionately.
 
|-
 
| style="border:1px solid #333;" | '''+20% Reload Speed'''
 
| rowspan="2" style="border:1px solid #333;" | {{icon class|All Classes|16px}} Bullet weapons<br>{{icon class|Soldier|16px}} Rocket Launcher, Direct Hit, Black Box, Rocket Jumper, Liberty Launcher, Cow Mangler 5000, Original, Beggar's Bazooka<br>{{icon class|Demoman|16px}} Grenade Launcher, Loch-n-Load
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+10% Firing Speed'''
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25 Health On Kill'''
 
| style="border:1px solid #333;" | {{icon class|All Classes|16px}} All damage-dealing Primary Weapons
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | Health from robot kills can overheal players.
 
|-
 
| style="border:1px solid #333;" | '''+25% Burn Damage'''
 
| rowspan="2" style="border:1px solid #333;" | {{icon class|Pyro|16px}} Flame Thrower, Backburner, Degreaser, Phlogistinator, Rainblower
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | Afterburn damage bonus
 
|-
 
| style="border:1px solid #333;" | '''+25% Burn Time'''
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | Afterburn duration
 
|-
 
| style="border:1px solid #333;" | '''+25% [[Airblast]] Force'''
 
| style="border:1px solid #333;" | {{icon class|Pyro|16px}} Flame Thrower, Backburner, Degreaser, Rainblower
 
| style="border:1px solid #333;" | 100
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
|}
 
  
 
==== Secondary ====
 
==== Secondary ====
{| class="wikitable grid" style="border:1px solid #333;"
+
{{Upgrade station secondary}}
! class="header" width="200px" style="background: #333; color: white; border:1px solid #333;" | Upgrade
 
! class="header" width="250px" style="background: #333; color: white; border:1px solid #333;" | Weapons
 
! class="header" width="50px" style="background: #333; color: white; border:1px solid #333;" | Cost
 
! class="header" width="50px" style="background: #333; color: white; border:1px solid #333;" | Levels
 
! class="header" width="300px" style="background: #333; color: white; border:1px solid #333;" | Notes
 
|-
 
| style="border:1px solid #333;" | '''+20% Damage'''
 
| rowspan="2" style="border:1px solid #333;" | {{icon class|Demoman|16px}} [[Stickybomb Launcher]], [[Scottish Resistance]], [[Sticky Jumper]]
 
| style="border:1px solid #333;" | 400
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+2 Clip Size'''
 
| style="border:1px solid #333;" | 400
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+50% Clip Size'''
 
| style="border:1px solid #333;" | {{icon class|Scout|16px}} [[Winger]], [[Pretty Boy's Pocket Pistol]]<br>{{icon class|Heavy|16px}} [[Family Business]]<br>{{icon class|Sniper|16px}} [[SMG]], [[Cleaner's Carbine]]<br>{{icon class|Spy|16px}} [[Revolver]], [[Ambassador]], [[Big Kill]], [[L'Etranger]], [[Enforcer]], [[Diamondback]]<br>{{icon class|Scout|16px}} {{icon class|Engineer|16px}} [[Lugermorph]], [[Pistol]]<br> {{icon class|Soldier|16px}} {{icon class|Pyro|16px}} [[Reserve Shooter]]<br>{{icon class|Soldier|16px}} {{icon class|Pyro|16px}} {{icon class|Heavy|16px}} [[Shotgun]]
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''Projectile Penetration'''
 
| style="border:1px solid #333;" | {{icon class|All Classes|16px}} Bullet weapons
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 1
 
| style="border:1px solid #333;" | Projectiles penetrate enemy players.
 
|-
 
| style="border:1px solid #333;" | '''+25 Health On Kill'''
 
| style="border:1px solid #333;" | {{icon class|All Classes|16px}} All damage-dealing Secondary Weapons
 
| style="border:1px solid #333;" | 100
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | Health from robot kills can overheal players.
 
|-
 
| style="border:1px solid #333;" | '''+50% Ammo Capacity'''
 
| style="border:1px solid #333;" | {{icon class|All Classes|16px}} All ammunition-using Secondary Weapons
 
| style="border:1px solid #333;" | 125
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Ammo pickups grant more ammo accordingly.
 
|-
 
| style="border:1px solid #333;" | '''+20% Reload Speed'''
 
| style="border:1px solid #333;" | {{icon class|Pyro|16px}} [[Detonator]], [[Flare Gun]], [[Scorch Shot]]<br>{{icon class|Demoman|16px}} Stickybomb Launcher, Scottish Resistance, Sticky Jumper<br> {{icon class|Soldier|16px}} {{icon class|Pyro|16px}} Reserve Shooter<br>{{icon class|Soldier|16px}} {{icon class|Pyro|16px}} {{icon class|Heavy|16px}} Shotgun
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+20% Recharge Rate'''
 
| style="border:1px solid #333;" | {{icon class|Scout|16px}} [[Bonk! Atomic Punch]], [[Crit-a-Cola]], [[Mad Milk]], [[Flying Guillotine]]<br>{{icon class|Heavy|16px}} [[Sandvich]], [[Buffalo Steak Sandvich]], [[Dalokohs Bar]], [[Fishcake]]<br>{{icon class|Sniper|16px}} [[Jarate]]
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25% Buff Duration'''
 
| style="border:1px solid #333;" | {{icon class|Soldier|16px}} [[Buff Banner]], [[Battalion's Backup]], [[Concheror]]
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 2
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+10% Firing Speed'''
 
| style="border:1px solid #333;" | {{icon class|All Classes|16px}} Bullet weapons<br>{{icon class|Demoman|16px}} Stickybomb Launcher, Scottish Resistance, Sticky Jumper<br>{{icon class|Engineer|16px}} [[Short Circuit]]
 
| style="border:1px solid #333;" | 100
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''-35% Speed On Target'''
 
| style="border:1px solid #333;" | {{icon class|Scout|16px}} Mad Milk<br>{{icon class|Sniper|16px}} Jarate
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 1
 
| style="border:1px solid #333;" | Does not stack.
 
|-
 
| style="border:1px solid #333;" | '''+100% Charge Recharge Rate'''
 
| style="border:1px solid #333;" | {{icon class|Demoman|16px}} [[Chargin' Targe]], [[Splendid Screen]]
 
| style="border:1px solid #333;" | 150
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''Share [[Power Up Canteen|Canteens]]'''
 
| rowspan="6" style="border:1px solid #333;" | {{icon class|Medic|16px}} [[Medi Gun]], [[Kritzkrieg]], [[Quick-Fix]]
 
| style="border:1px solid #333;" | 600
 
| style="border:1px solid #333;" | 1
 
| style="border:1px solid #333;" | Share canteen powerups with heal target
 
|-
 
| style="border:1px solid #333;" | '''+25% [[Übercharge]] Rate'''
 
| style="border:1px solid #333;" | 300
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25% Heal Rate'''
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+2s Über Duration'''
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25% Max [[Overheal]]'''
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+50% Overheal Time'''
 
| style="border:1px solid #333;" | 150
 
| style="border:1px solid #333;" | 2
 
| style="border:1px solid #333;" | Decreases overheal decay rates.
 
|-
 
|}
 
  
 
==== Melee ====
 
==== Melee ====
{| class="wikitable grid" style="border:1px solid #333;"
+
{{Upgrade station melee}}
! class="header" width="200px" style="background: #333; color: white; border:1px solid #333;" | Upgrade
 
! class="header" width="250px" style="background: #333; color: white; border:1px solid #333;" | Weapons
 
! class="header" width="50px" style="background: #333; color: white; border:1px solid #333;" | Cost
 
! class="header" width="50px" style="background: #333; color: white; border:1px solid #333;" | Levels
 
! class="header" width="300px" style="background: #333; color: white; border:1px solid #333;" | Notes
 
|-
 
| style="border:1px solid #333;" | '''+10% Attack Speed'''
 
| style="border:1px solid #333;" | {{icon class|All Classes|16px}} Melee weapons
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25% Damage'''
 
| style="border:1px solid #333;" | {{icon class|Demoman|16px}} [[Eyelander]], [[Scotsman's Skullcutter]], [[Horseless Headless Horsemann's Headtaker]], [[Claidheamh Mòr]], [[Half-Zatoichi]], [[Persian Persuader]], [[Nessie's Nine Iron]]
 
| style="border:1px solid #333;" | 400
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | Upgrade will only appear if Demoman equips a Shield. If Demoman equips any Stickybomb Launcher, this upgrade will no longer appear; any previously purchased levels will still apply, however.
 
|-
 
| style="border:1px solid #333;" | '''+25 Health On Kill'''
 
| style="border:1px solid #333;" | {{icon class|All Classes|16px}} Melee weapons
 
| style="border:1px solid #333;" | 100
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | Health from robot kills can overheal players.
 
|-
 
| style="border:1px solid #333;" | '''Armor Penetration'''
 
| style="border:1px solid #333;" | {{icon class|Spy|16px}} [[Knife]], [[Your Eternal Reward]], [[Conniver's Kunai]], [[Big Earner]], [[Wanga Prick]], [[Spy-cicle]], [[Sharp Dresser]], [[Black Rose]]
 
| style="border:1px solid #333;" | 400
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | Allows backstabs against giant robots at X% (out of 750) damage
 
|-
 
| style="border:1px solid #333;" | '''+2s Crits On Kill'''
 
| style="border:1px solid #333;" | {{icon class|Demoman|16px}} [[Bottle]], Eyelander, Scotsman's Skullcutter, [[Pain Train]], [[Frying Pan]], Horseless Headless Horsemann's Headtaker, [[Ullapool Caber]], Claidheamh Mòr, Half-Zatoichi, Persian Persuader, Nessie's Nine Iron, [[Scottish Handshake]], [[Conscientious Objector]]<br>{{icon class|Spy|16px}} Knife, Your Eternal Reward, Conniver's Kunai, Big Earner, Wanga Prick, Spy-cicle, Sharp Dresser, Black Rose
 
| style="border:1px solid #333;" | 350
 
| style="border:1px solid #333;" | 2
 
| style="border:1px solid #333;" | 2 seconds of 100% [[Critical hit]] chance per level; switching weapons retains critical hits.
 
|-
 
| style="border:1px solid #333;" | '''+20% Recharge Rate'''
 
| rowspan="2" style="border:1px solid #333;" | {{icon class|Scout|16px}} [[Sandman]], [[Wrap Assassin]]
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | Faster baseball/bauble recharge rate.
 
|-
 
| style="border:1px solid #333;" | '''+100% Max Misc Ammo'''
 
| style="border:1px solid #333;" | 100
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | Gives the Scout one extra baseball/bauble per level.
 
|-
 
| style="border:1px solid #333;" | '''Ball Marks Target'''
 
| style="border:1px solid #333;" | {{icon class|Scout|16px}} Sandman
 
| style="border:1px solid #333;" | 500
 
| style="border:1px solid #333;" | 1
 
| style="border:1px solid #333;" | Marks one target at a time, similar to the [[Fan O'War]], on hit with either the Sandman or its baseball projectile.
 
|}
 
 
 
==== Other ====
 
  
===== Sapper =====
+
=== Other ===
{| class="wikitable grid" style="border:1px solid #333;"
+
==== Sapper ====
! class="header" width="200px" style="background: #333; color: white; border:1px solid #333;" | Upgrade
+
{{Upgrade station sapper}}
! class="header" width="250px" style="background: #333; color: white; border:1px solid #333;" | Weapons
 
! class="header" width="50px" style="background: #333; color: white; border:1px solid #333;" | Cost
 
! class="header" width="50px" style="background: #333; color: white; border:1px solid #333;" | Levels
 
! class="header" width="300px" style="background: #333; color: white; border:1px solid #333;" | Notes
 
|-
 
| style="border:1px solid #333;" | '''Robot Sapper Power'''
 
| style="border:1px solid #333;" | {{icon class|Spy|16px}} [[Sapper]], [[Red-Tape Recorder]]
 
| style="border:1px solid #333;" | 350
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Increases robot Sapper radius and duration
 
|-
 
|}
 
  
===== Buildings =====
+
==== Buildings ====
 
+
{{Upgrade station building}}
These are available only to the [[Engineer]].
 
 
 
{| class="wikitable grid" style="border:1px solid #333;"
 
! class="header" width="200px" style="background: #333; color: white; border:1px solid #333;" | Upgrade
 
! class="header" width="250px" style="background: #333; color: white; border:1px solid #333;" | Building
 
! class="header" width="50px" style="background: #333; color: white; border:1px solid #333;" | Cost
 
! class="header" width="50px" style="background: #333; color: white; border:1px solid #333;" | Levels
 
! class="header" width="300px" style="background: #333; color: white; border:1px solid #333;" | Notes
 
|-
 
| style="border:1px solid #333;" | '''+1 Disposable Sentry Gun'''
 
| style="border:1px solid #333;" | [[Image:Red Mini Sentry.png|16px]] [[Combat Mini-Sentry Gun]]
 
| style="border:1px solid #333;" | 500
 
| style="border:1px solid #333;" | 1
 
| style="border:1px solid #333;" | Gives the player a disposable mini-sentry. The Mini-sentry cannot be upgraded, repaired, refilled or wrangled. Once the mini-sentry runs out of ammunition, it self-destructs. Not affected by building health and sentry fire rate upgrades.
 
|-
 
| style="border:1px solid #333;" | '''+100% [[Building]] Health'''
 
| style="border:1px solid #333;" | All Buildings
 
| style="border:1px solid #333;" | 400
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | You have to build new buildings for this to take effect.
 
|-
 
| style="border:1px solid #333;" | '''+10% Sentry Firing Speed'''
 
| style="border:1px solid #333;" | [[Image:Lvl3sentry.png|16px]] [[Sentry Gun]]<br>[[Image:Red Mini Sentry.png|16px]] Combat Mini-Sentry Gun
 
| style="border:1px solid #333;" | 350
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | 10% faster sentry fire rate.
 
|-
 
| style="border:1px solid #333;" | '''2-Way Teleporters'''
 
| style="border:1px solid #333;" | [[Image:Telespin.jpg|16px]] [[Teleporter]]
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 1
 
| style="border:1px solid #333;" | Teleporters will teleport players regardless if they are standing on an Entrance or an Exit.
 
|-
 
| style="border:1px solid #333;" | '''+50% Max [[Metal]] Capacity'''
 
| style="border:1px solid #333;" | {{class link|Engineer}}
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | +50% metal to the Engineer, not the buildings.
 
|-
 
| style="border:1px solid #333;" | '''+100% Dispenser Range'''
 
| style="border:1px solid #333;" | [[Image:Lvl3dispenser.png|16px]] [[Dispenser]]
 
| style="border:1px solid #333;" | 100
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Players can stand further away from the Dispenser to gain Ammo and Health.
 
|}
 
  
 
=== Power Up Canteen ===
 
=== Power Up Canteen ===
 +
{{Upgrade station canteen}}
  
These are available to any class with a [[Power Up Canteen]] in their Action Slot.
+
''Note certain weapons cannot be upgraded. These include:''
 
 
{| class="wikitable grid" style="border:1px solid #333;"
 
! class="header" width="200px" style="background: #333; color: white; border:1px solid #333;" | Upgrade
 
! class="header" width="150px" style="background: #333; color: white; border:1px solid #333;" | Classes
 
! class="header" width="100px" style="background: #333; color: white; border:1px solid #333;" | Cost
 
! class="header" width="100px" style="background: #333; color: white; border:1px solid #333;" | Uses
 
! class="header" width="350px" style="background: #333; color: white; border:1px solid #333;" | Notes
 
|-
 
| style="border:1px solid #333;" | '''Become Crit Boosted'''
 
| rowspan="4" style="border:1px solid #333;" | {{icon class|All Classes|16px}} All classes
 
| style="border:1px solid #333;" | 100
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Crits and doubled sentry fire rate for 5 seconds.
 
|-
 
| style="border:1px solid #333;" | '''Become Übercharged'''
 
| style="border:1px solid #333;" | 75
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | ÜberCharge and puts a Wrangler shield around your sentry for 5 seconds. This Wrangler shield does not stack with existent Wrangler shields.
 
|-
 
| style="border:1px solid #333;" | '''Refill Clips and Ammo'''
 
| style="border:1px solid #333;" | 25
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Instantly refills all weapons' clips and ammumition. Refills metal for Engineers and Cloak time for Spies.
 
|-
 
| style="border:1px solid #333;" | '''Teleport to Spawn'''
 
| style="border:1px solid #333;" | 10
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Instantly teleport to spawn and grants a 5 second speed boost.
 
|-
 
| style="border:1px solid #333;" | '''Building Upgrade'''
 
| style="border:1px solid #333;" | {{icon class|Engineer|16px}} Engineer
 
| style="border:1px solid #333;" | 50
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Upgrades all existing buildings to Level 3.
 
|}
 
 
 
<!---Things to Check: Spy-Cicle(Recharge?)--->
 
''Note certain weapons cannot be upgraded. These include:
 
 
* [[Gunboats]]
 
* [[Gunboats]]
 
* [[Mantreads]]
 
* [[Mantreads]]
* [[Ali Baba's Wee Booties]]
+
* [[B.A.S.E. Jumper]]
* [[Bootlegger]]
+
* [[Ali Baba's Wee Booties]] ([[Bootlegger]])
* [[Wrangler]]
+
* [[Wrangler]] ([[Giger Counter]])
* [[Razorback]]
 
 
* [[Darwin's Danger Shield]]
 
* [[Darwin's Danger Shield]]
 
* [[Cozy Camper]]
 
* [[Cozy Camper]]
 
''
 
  
 
== Related achievements ==
 
== Related achievements ==
=== [[File:Mvm navicon.png|20px|link=Mann vs. Machievements{{if lang}}]] [[Mann vs. Machievements]] ===
+
=== {{Achiev type link|mvm}} ===
 
{{Achievement table
 
{{Achievement table
| 1 = {{Show achievement|Mann vs. Machievements|Maximum Performance}}
+
| col1 =
| 2 = {{Show achievement|Mann vs. Machievements|System Upgrade}}
+
{{Show achievement|Mann vs. Machievements|Maximum Performance}}
 +
{{Show achievement|Mann vs. Machievements|System Upgrade}}
 +
{{Show achievement|Mann vs. Machievements|Shell Extension}}
 +
{{Show achievement|Mann vs. Machievements|Ghost In The Machine}}
 +
{{Show achievement|Mann vs. Machievements|Kritical Terror}}
 +
{{Show achievement|Mann vs. Machievements|German Engineering}}
 +
{{Show achievement|Mann vs. Machievements|Undelete}}
 +
| col2 =
 +
{{Show achievement|Mann vs. Machievements|Do Androids Dream?}}
 +
{{Show achievement|Mann vs. Machievements|Heavy Mettle}}
 +
{{Show achievement|Mann vs. Machievements|Vial Sharing}}
 +
{{Show achievement|Mann vs. Machievements|Wall Of Pain}}
 +
{{Show achievement|Mann vs. Machievements|Robot Flush}}
 +
{{Show achievement|Mann vs. Machievements|Dazed And Defused}}
 
}}
 
}}
 +
  
 
== Update history ==
 
== Update history ==
'''{{Patch name|8|15|2012}}'''
+
{{Update history|
* Added Mann vs. Machine
+
'''{{Patch name|8|15|2012}}''' ({{update link|Mann vs. Machine (update)}})
 +
* Added Mann vs. Machine.
 +
 
 
'''{{Patch name|8|17|2012}}'''
 
'''{{Patch name|8|17|2012}}'''
* Fixed a client crash related to the Mann vs. Machine upgrade panel
+
* Fixed a client crash related to the Mann vs. Machine upgrade panel.
* Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel
+
* Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel.
* Updated upgrade icons to remove numbers
+
* Updated upgrade icons to remove numbers.
 +
 
 
'''{{Patch name|8|23|2012}}'''
 
'''{{Patch name|8|23|2012}}'''
* Fixed the Metal Regen upgrade displaying a percentage instead of an incremental value
+
* Fixed the Metal Regen upgrade displaying a percentage instead of an incremental value.
 +
 
 +
'''{{Patch name|9|4|2012}}'''
 +
* Fixed a client money display issue when purchasing or selling bottle charges after changing classes.
 +
* Fixed Sniper Rifle reload upgrade not reducing the time delay from hip shot to scoping.
 +
 
 +
'''{{Patch name|9|21|2012}}'''
 +
* Added the ability to buy projectile penetration for the Crusader's Crossbow.
 +
* Fixed the Medi Gun overheal duration attribute causing the overheal effect to decay faster, rather than slower.
 +
* Fixed the Demoman shields not saving their upgrades upon round reset.
 +
 
 +
'''{{Patch name|9|27|2012}}'''
 +
* Fixed a bug where players could only buy 1 upgrade at a time from the upgrade station.
 +
 
 +
'''{{Patch name|10|9|2012}}'''
 +
* 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 name|7|10|2013}}'''
 +
* 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.
 +
 
 +
'''{{Patch name|8|27|2013}}'''
 +
* Fixed a bug that prevented the Medi Gun's "Share Power Ups" upgrade from working correctly in Mann vs. Machine mode.
 +
 
 +
'''{{Patch name|10|29|2013}}'''
 +
* Inspecting a player in Mann vs. Machine (default key: {{key|F}}) now shows the upgrades of the player who is currently being inspected.
 +
 
 +
'''{{Patch name|11|21|2013}}''' ({{update link|Two Cities Update}})
 +
* 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
 +
* Medic
 +
** 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)
 +
* Lowered the cost of the Bullet and Blast Resistance upgrades from 350 to 300
 +
* Added Demoman upgrade: -30% Push Force on wearer
 +
 
 +
'''{{Patch name|11|22|2013}}'''
 +
* Fixed a server crash related to damaging the tank with the new Medic shield.
 +
* Fixed the Health Regen MvM upgrade string mistakenly displaying %
 +
 
 +
'''{{Patch name|12|6|2013}}'''
 +
* 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.
 +
 
 +
'''{{Patch name|1|9|2014}}'''
 +
* Fixed an exploit in Mann vs. Machine related to purchasing upgrades.
 +
 
 +
'''{{Patch name|2|7|2014}} #1'''
 +
* Fixed an exploit that allowed players to purchase/sell the Canteen Specialist upgrade to get more money than they originally spent.
 +
* Fixed a bug that caused players to not receive an Upgrade Refund Credit when they should have.
 +
* Fixed the UI not updating properly if an Upgrade Refund Credit is earned after the wave has ended.
 +
* Fixed the MvM upgrade menu closing when a Strange item has its counter increment.
 +
 
 +
'''{{Patch name|2|19|2014}}'''
 +
* Fixed a Mann vs. Machine bug related to upgrades after a retry/reconnect.
 +
 
 +
'''{{Patch name|3|5|2014}}'''
 +
* Fixed an exploit in Mann vs. Machine mode related to purchasing upgrades for free.
 +
 
 +
'''{{Patch name|5|15|2014}}'''
 +
* Fixed the Engineer being able to purchase the Disposable Sentry Gun upgrade in Mann vs. Machine, build a disposable Sentry Gun, and then refund the upgrade without the Sentry being destroyed.
 +
 
 +
'''{{Patch name|6|20|2014}}'''
 +
* Updated the B.A.S.E. Jumper to prevent buying unusable upgrades in Mann vs. Machine.
 +
 
 +
'''{{Patch name|10|27|2017}}'''
 +
* Removed the "Faster recharge rate" upgrades from The Dragon's Fury.
 +
* Fixed the missing "Increased Airblast Push Force" upgrade on The Dragon's Fury.
 +
 
 +
'''{{Patch name|7|7|2022}}'''
 +
* Fixed Übercharge charge rate and duration upgrade not working for the [[Vaccinator]].
 +
 
 +
'''{{Patch name|7|12|2023}} #1''' ({{update link|Summer 2023}})
 +
* Fixed the Mann vs. Machine upgrade panel closing after receiving a matchmaking party invite.
 +
}}
 +
 
 +
== Unused content ==
 +
* There are many additional sound files for Projectile Shield upgrade; they are referred to in the game files as "<code>prefix_burn_suffix</code>". These would likely be used when multiple projectiles are blocked by the Projectile Shield. There is also another unused sound that would be used if the user retracted the shield after switching weapons.
 +
* Inside the game files, there are 3 upgrades to be found that are not currently in the game; They include a radius of Sentry Gun upgrade, regeneration of a percent of a mercenary's max ammo every 5 seconds upgrade, and gaining more credits through an additively stacking percent multiplier upgrade.
 +
* There is an [https://www.youtube.com/watch?v=Q7eJg7hRvqE unused song] in the game's files that would possibly be played while the player used an Upgrade Station.
  
 
== Bugs ==
 
== Bugs ==
*Occasionally, upon a failure, the Chargin' Targe's upgrades will be reset. However, the money used on the upgrades will not be refunded.
+
* Changing a weapon via [[Loadout|loadout screen]] before walking up to the upgrade station, then buying a single upgrade, prevents buying (most) upgrades that cannot normally be bought on the new weapon. For example, having the [[Air Strike]] equipped, switching to the [[Cow Mangler]], buying a movement speed upgrade, and then buying ammo capacity in the Air Strike tab does not take credits away from the player's balance and does not apply the ammo upgrade to the Cow Mangler since it cannot be normally bought that. Purchasing an upgrade in the original item, such as a damage upgrade on the Air Strike, the money is taken away and the player does not get the damage upgrade on their Cow Mangler, however any future upgrades in the Air Strike tab apply to the Cow Mangler if they can normally be bought. The first upgrade bought cannot be refunded if the player is not on wave 1.
*The '''+20% Recharge Rate''' upgrade can apply on [[Dalokohs Bar]] and [[Fishcake]] though they lack a recharge mechanic.
+
** There are select weapons that have "ghost upgrades" that can be purchased using this bug. The most commonly abused and useful one of these is being able to buy a firing speed upgrade on the [[Soda Popper]].
*The '''+2% Health Regen''' upgrade displays health regenerated as a percentage, even though it is incremented additively by 2.
+
* Occasionally, when on the Canteen charges page, clicking once on any upgrade's + sign gives the player two charges for the Canteen, at the same cost of purchasing one charge twice, though only one circle fills. The player ends up with those two charges upon clicking "accept", and the interface returns to the correct number of circles filled the next time the player goes to the station.
*The '''+50% Overheal Time''' upgrade is intended to stop overheal from decaying, but in the code is set to add 50% faster overheal decay time up to 200%, not subtract it to 0%. As a result overheal decays 100% faster.
+
* The second firing speed upgrade for every Minigun (except [[Tomislav]]) has no effect; also due to the firing rate being tick based, the indicated percentage is wrong, the first/second upgrade increases firing speed by 14%, third by 29% and fourth by 43%. For the Tomislav, the first firing speed does not work, and the second tick increases the rate by 13%, 25% for the third upgrade, and 38% for the fourth upgrade.<ref> [https://steamcommunity.com/sharedfiles/filedetails/?id=524625631 Graph] explaining Minigun firerates.</ref>
*The '''Max Overheal''' and '''Overheal Time''' upgrades can be spent on the [[Quick-Fix]], but have no effect.
+
** Sentry Guns do not benefit from the second or third upgrades of firing speed in a normal server; however, if the server's simulation tick timing is slightly off, then the first tick does not work and the second tick is required to gain any benefit. Using hitsounds is the best way to judge if the first tick actually worked since it is impossible to know if the server tick is off. A Crit canteen always gives the player the fastest firing speed possible regardless of how many ticks are purchased or if it is wrangled.<ref>[https://steamcommunity.com/sharedfiles/filedetails/?id=524625657 Graph] explaining Sentry Gun firing rate.</ref>
*Only during the first wave, upgrades can be bought and sold during the setup phase after leaving the upgrade station. Every wave setup afterward will prevent selling upgrades after leaving the upgrade station having made a purchase.
+
* Inspecting another player, walking up to the Upgrade Station, and hitting cancel results in showing the player an upgrade screen for the other player. The only buttons that can be pressed are cancel and refund, which refund your upgrades.
*By changing a weapon via [[Loadout#Loadout|load out]] before walking up to the upgrade station, then buying a single upgrade will prevent buying or selling any upgrades.
+
* Buying "+2s Crits On Kill" and/or "+25% Damage" upgrades on the [[Half-Zatoichi]] as a Demoman can carry over when the player switches to Soldier with the same weapon equipped, despite the Soldier being unable to buy neither Crits On Kill nor Damage upgrades.
**In the case of the Chargin' Targe and Splendid Screen, using this glitch will remove all upgrades for them, even those bought in the previous rounds.
+
* The "Mad Milk Syringes" upgrade on the Medic's Syringe Guns can lower the duration of milk already applied by the Scout's [[Mad Milk]].
*The descriptions for the reload speed and firing rate upgrades are slightly misleading. Rather than making these actions a set percentage faster, they actually reduce the function time by the stated percentage. E.g. A weapon with a culumative 60% faster reload time will reload in 40% of the normal time (i.e. 100% - 60%), not 62.5% (100% / 1.6).
 
*Occasionally, when on the Canteen charges page, clicking once on any upgrade's + sign will give the player two charges for the Canteen, at the same cost of purchasing one charge twice, though only one circle fills. The player will end up with those two charges upon clicking "accept", and the interface returns to the correct number of circles filled the next time the player goes to the kiosk.
 
  
 
== Trivia ==
 
== Trivia ==
* There are several items visible inside the Upgrade Station, the most notable being the [[Bear Trap]] and the [[Frag Grenade]] which are both grenade weapons that were cancelled.
+
* There are several items visible inside the Upgrade Station, the most notable being one of the many scrapped weapons used for the scrapped grenade slot, which are the [[Bear Trap]] and the [[Frag Grenade]].
*Inside the above noted file there are 3 upgrades to be found that are not currently in the game. They are radius of Sentry Gun upgrade, regeneration of a percent of a mercenary's max ammo every 5 seconds upgrade, and gaining more credits through an additively stacking percent multiplier upgrade.
+
* The texture for the Upgrade Station contains a hidden note in the top left corner, which cannot be seen in-game, which reads:
* There is an [http://www.youtube.com/watch?v=VnXGVeaQy-E unused song] in the game's files that was supposed to be played whilst the player used an Upgrade Station.
+
  "WEAPONS OF THE DAY: GRENADES
 +
  FREE AMMO REFILL WITH PURCHASE<br/>
 +
  HAVE A NICE DAY.
 +
  DON'T DIE, OR, WELL, DO DIE... WHATEVER.
 +
  JUST DON'T GET BLOOD ON MY FLOOR."
 +
* Comments in the game's development code suggest that the Canteen Specialist upgrade would have originally increased how many Canteen charges the Medic could carry, up to 6 at once.<ref>game/shared/tf/tf_item_powerup_bottle.cpp:L541-542</ref>
 +
 
 +
== Gallery ==
 +
<gallery>
 +
File:Projectile Shield Example.png|A demonstration of the Projectile Shield effect.
 +
File:MVM Upgrade Texture.png|The Upgrade Station texture showing the hidden note.
 +
</gallery>
  
 
== See also ==
 
== See also ==
Line 513: Line 232:
  
 
== External links ==
 
== External links ==
* [http://www.teamfortress.com/mvm/mercs/ "The Mercs" update page]
+
* [https://www.teamfortress.com/mvm/mercs/ "The Mercs" update page]
 +
 
 +
== References ==
 +
<references/>
  
{{MannVsMachineNav}}
+
{{Mann Vs Machine Nav}}

Latest revision as of 16:14, 19 October 2024

This article is about the Mann vs. Machine Upgrade Station. For the one used in Freaky Fair, see Freaky Fair.
MvM Upgrade Station.png
When a robot kills a human, we erupt into a pleading mist of blood, meat particles and tears, which you can't really trade for anything. But when a robot dies, he explodes in a shower of money, which, during between-wave lulls, you can exchange at any Upgrade Station for weapon, item and ability upgrades.

An Upgrade Station is a place for players to buy weapon upgrades, abilities, and Power Up Canteen buffs in Mann vs. Machine. Players may access any kiosk in the base at any time to purchase upgrades with collected credits. The cost of each upgrade does not increase with a repeated purchase. Between waves, players may modulate the number of levels in an upgrade by pressing the + and - buttons to redistribute their credits if they have made a mistake before accepting the upgrade. Once accepting the upgrade it cannot be revoked unless all upgrades are refunded.

Upgrades cannot be refunded during a wave. During the first wave, upgrades can be individually refunded by pressing the minus button to regain the money spent for it and forfeit the upgrade. This includes missions where there is only one wave, such as Caliginous Caper. During any wave, the button to refund is grayed out, preventing a full refund of every upgrade.

During the setup of the first wave of the mission, upgrades can be sold back if the player wants to change weapons, classes, or buy a different upgrade. During the setup for each wave, players may refund their upgrades in the upgrade station menu as many times as necessary. A wrench icon (MvM Class upgraded.png) appears next to a class in the Class Selection Menu if that class already has upgrades applied to it. Upgrades apply to only a single weapon or to a single class if the upgrades purchased directly affect the player. Un-equipping a weapon deactivates all upgrades associated with that weapon, but they are regained if the player re-equips it. Disconnecting from a server and rejoining allows the player to retain their current amount of credits and upgrades if the player chooses the same class.

Failing to complete a wave refunds the credits spent during the setup of that wave to give the player a chance to use a different strategy. It does not refund every upgrade gained across every wave.

Since there are no Resupply Cabinets in the base, purchasing an upgrade from an Upgrade Station restores the player's health and ammo. Players cannot heal using the Upgrade Station during waves and may only refill their ammo across all weapons.

User Interface

MvM Upgrade UI.png

Upgrade Stations are accessed by walking up to them. By default, the primary weapon slot is selected. The UI automatically shades upgrades in a slot if the player cannot afford them. Players may hit the "Cancel" button at any time or simply walk away from the kiosk before accepting an upgrade to regain the credits used during the session.

Class

Weapon

Primary

Secondary

Melee

Other

Sapper

Buildings

These are available only to the Engineer.

Power Up Canteen

These are available to any class with a Power Up Canteen, Battery Canteens, or Kritz or Treat Canteen in their Action Slot. Canteens can have a maximum of three charges and only one charge type at a time.

Note certain weapons cannot be upgraded. These include:

Related achievements

Mvm navicon.png Mann vs. Machievements

Maximum Performance
Maximum Performance
Max out all resistances on a single class.


System Upgrade
System Upgrade
Max out all primary weapon upgrades.


Shell Extension
Shell Extension
During a wave, use a canteen charged with 'Ammo Reload' to refill an empty weapon slot.


Ghost in the Machine
Ghost in the Machine
Use a canteen charged with 'Teleport to Spawn' and then kill the bomb carrier within 5 seconds.


Kritical Terror
Kritical Terror
Use a canteen charged with 'Crit Boost' to destroy a giant robot.


German Engineering
German Engineering
Use a canteen charged with 'ÜberCharge' to destroy 15 robots.


Undelete
Undelete
During a wave, use a canteen charged with 'Instant Building Upgrade' to build a new sentry gun within 3 seconds of your previous sentry gun's destruction.
Do Androids Dream?
Do Androids Dream?
As a Scout, use the Sandman to mark 15 robots for death in a single wave.


Heavy Mettle
Heavy Mettle
During a wave, use rage as a Heavy to push a robot about to deliver the bomb.


Vial Sharing
Vial Sharing
As a Medic, share your canteen 5 times in a single wave.


Wall of Pain
Wall of Pain
Block 5,000 damage with the shield as a Medic in a single life.


Robot Flush
Robot Flush
Kill 5 enemies with a single rocket while upgraded with rocket specialist.


Dazed And Defused
Dazed And Defused
Stun 50 robots while upgraded with rocket specialist.


Update history

August 15, 2012 Patch (Mann vs. Machine Update)
  • Added Mann vs. Machine.

August 17, 2012 Patch

  • Fixed a client crash related to the Mann vs. Machine upgrade panel.
  • Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel.
  • Updated upgrade icons to remove numbers.

August 23, 2012 Patch

  • Fixed the Metal Regen upgrade displaying a percentage instead of an incremental value.

September 4, 2012 Patch

  • Fixed a client money display issue when purchasing or selling bottle charges after changing classes.
  • Fixed Sniper Rifle reload upgrade not reducing the time delay from hip shot to scoping.

September 21, 2012 Patch

  • Added the ability to buy projectile penetration for the Crusader's Crossbow.
  • Fixed the Medi Gun overheal duration attribute causing the overheal effect to decay faster, rather than slower.
  • Fixed the Demoman shields not saving their upgrades upon round reset.

September 27, 2012 Patch

  • Fixed a bug where players could only buy 1 upgrade at a time from the upgrade station.

October 9, 2012 Patch

  • 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.

July 10, 2013 Patch

  • 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.

August 27, 2013 Patch

  • Fixed a bug that prevented the Medi Gun's "Share Power Ups" upgrade from working correctly in Mann vs. Machine mode.

October 29, 2013 Patch

  • Inspecting a player in Mann vs. Machine (default key: F) now shows the upgrades of the player who is currently being inspected.

November 21, 2013 Patch (Two Cities Update)

  • 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
  • Medic
    • 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)
  • Lowered the cost of the Bullet and Blast Resistance upgrades from 350 to 300
  • Added Demoman upgrade: -30% Push Force on wearer

November 22, 2013 Patch

  • Fixed a server crash related to damaging the tank with the new Medic shield.
  • Fixed the Health Regen MvM upgrade string mistakenly displaying %

December 6, 2013 Patch

  • 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.

January 9, 2014 Patch

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

February 7, 2014 Patch #1

  • Fixed an exploit that allowed players to purchase/sell the Canteen Specialist upgrade to get more money than they originally spent.
  • Fixed a bug that caused players to not receive an Upgrade Refund Credit when they should have.
  • Fixed the UI not updating properly if an Upgrade Refund Credit is earned after the wave has ended.
  • Fixed the MvM upgrade menu closing when a Strange item has its counter increment.

February 19, 2014 Patch

  • Fixed a Mann vs. Machine bug related to upgrades after a retry/reconnect.

March 5, 2014 Patch

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

May 15, 2014 Patch

  • Fixed the Engineer being able to purchase the Disposable Sentry Gun upgrade in Mann vs. Machine, build a disposable Sentry Gun, and then refund the upgrade without the Sentry being destroyed.

June 20, 2014 Patch

  • Updated the B.A.S.E. Jumper to prevent buying unusable upgrades in Mann vs. Machine.

October 27, 2017 Patch

  • Removed the "Faster recharge rate" upgrades from The Dragon's Fury.
  • Fixed the missing "Increased Airblast Push Force" upgrade on The Dragon's Fury.

July 7, 2022 Patch

  • Fixed Übercharge charge rate and duration upgrade not working for the Vaccinator.

July 12, 2023 Patch #1 (Summer 2023 Update)

  • Fixed the Mann vs. Machine upgrade panel closing after receiving a matchmaking party invite.

Unused content

  • There are many additional sound files for Projectile Shield upgrade; they are referred to in the game files as "prefix_burn_suffix". These would likely be used when multiple projectiles are blocked by the Projectile Shield. There is also another unused sound that would be used if the user retracted the shield after switching weapons.
  • Inside the game files, there are 3 upgrades to be found that are not currently in the game; They include a radius of Sentry Gun upgrade, regeneration of a percent of a mercenary's max ammo every 5 seconds upgrade, and gaining more credits through an additively stacking percent multiplier upgrade.
  • There is an unused song in the game's files that would possibly be played while the player used an Upgrade Station.

Bugs

  • Changing a weapon via loadout screen before walking up to the upgrade station, then buying a single upgrade, prevents buying (most) upgrades that cannot normally be bought on the new weapon. For example, having the Air Strike equipped, switching to the Cow Mangler, buying a movement speed upgrade, and then buying ammo capacity in the Air Strike tab does not take credits away from the player's balance and does not apply the ammo upgrade to the Cow Mangler since it cannot be normally bought that. Purchasing an upgrade in the original item, such as a damage upgrade on the Air Strike, the money is taken away and the player does not get the damage upgrade on their Cow Mangler, however any future upgrades in the Air Strike tab apply to the Cow Mangler if they can normally be bought. The first upgrade bought cannot be refunded if the player is not on wave 1.
    • There are select weapons that have "ghost upgrades" that can be purchased using this bug. The most commonly abused and useful one of these is being able to buy a firing speed upgrade on the Soda Popper.
  • Occasionally, when on the Canteen charges page, clicking once on any upgrade's + sign gives the player two charges for the Canteen, at the same cost of purchasing one charge twice, though only one circle fills. The player ends up with those two charges upon clicking "accept", and the interface returns to the correct number of circles filled the next time the player goes to the station.
  • The second firing speed upgrade for every Minigun (except Tomislav) has no effect; also due to the firing rate being tick based, the indicated percentage is wrong, the first/second upgrade increases firing speed by 14%, third by 29% and fourth by 43%. For the Tomislav, the first firing speed does not work, and the second tick increases the rate by 13%, 25% for the third upgrade, and 38% for the fourth upgrade.[1]
    • Sentry Guns do not benefit from the second or third upgrades of firing speed in a normal server; however, if the server's simulation tick timing is slightly off, then the first tick does not work and the second tick is required to gain any benefit. Using hitsounds is the best way to judge if the first tick actually worked since it is impossible to know if the server tick is off. A Crit canteen always gives the player the fastest firing speed possible regardless of how many ticks are purchased or if it is wrangled.[2]
  • Inspecting another player, walking up to the Upgrade Station, and hitting cancel results in showing the player an upgrade screen for the other player. The only buttons that can be pressed are cancel and refund, which refund your upgrades.
  • Buying "+2s Crits On Kill" and/or "+25% Damage" upgrades on the Half-Zatoichi as a Demoman can carry over when the player switches to Soldier with the same weapon equipped, despite the Soldier being unable to buy neither Crits On Kill nor Damage upgrades.
  • The "Mad Milk Syringes" upgrade on the Medic's Syringe Guns can lower the duration of milk already applied by the Scout's Mad Milk.

Trivia

  • There are several items visible inside the Upgrade Station, the most notable being one of the many scrapped weapons used for the scrapped grenade slot, which are the Bear Trap and the Frag Grenade.
  • The texture for the Upgrade Station contains a hidden note in the top left corner, which cannot be seen in-game, which reads:
 "WEAPONS OF THE DAY: GRENADES
  FREE AMMO REFILL WITH PURCHASE
HAVE A NICE DAY. DON'T DIE, OR, WELL, DO DIE... WHATEVER. JUST DON'T GET BLOOD ON MY FLOOR."
  • Comments in the game's development code suggest that the Canteen Specialist upgrade would have originally increased how many Canteen charges the Medic could carry, up to 6 at once.[3]

Gallery

See also

External links

References

  1. Graph explaining Minigun firerates.
  2. Graph explaining Sentry Gun firing rate.
  3. game/shared/tf/tf_item_powerup_bottle.cpp:L541-542