Difference between revisions of "Engineer Robot"
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− | {{ | + | {{Class infobox |
− | + | | image = Engibot Blue.png | |
− | + | | 300px | |
− | + | | health = '''275''' <small>(Type 2, Type 3, Type 4)</small> <br> '''500''' <small>(Type 1)</small> <br> '''600''' <small>(Type 1 on Rottenburg)</small> | |
+ | | speed = '''{{Math/Relative speed|{{Metrics/Speed|C=engineer}}}}%''' | ||
}} | }} | ||
+ | |||
{{Quotation|'''Mecha-Engineer''' publicity blurb|These Grinch-like Smissmas cakewalk destroyers can skip huge areas of the path with their teleporting ability, and also teleport other robots forward instantly with their "telling other robots about the teleporter" ability.}} | {{Quotation|'''Mecha-Engineer''' publicity blurb|These Grinch-like Smissmas cakewalk destroyers can skip huge areas of the path with their teleporting ability, and also teleport other robots forward instantly with their "telling other robots about the teleporter" ability.}} | ||
− | ''' | + | {{Quotation|'''The Engineer-bot'''|Take it like a man, shorty.|sound=Engineer mvm specialcompleted07.mp3}} |
− | ==Normal | + | '''[[Engineer]] [[Robots]]''', also referred to as '''Mecha Engineers''', appear in [[Mann vs. Machine]] as enemies, being the only robot class to be added separately from the original [[Mann vs. Machine (update)|Mann vs. Machine Update]]. They were originally announced on December 19th, 2012 as part of the [[Mecha Update]]. |
− | === Engineer === | + | |
+ | == Normal variants == | ||
+ | === Engineer (Type 1-4) === | ||
{{Robot loadout|icon=engineer|name=Engineer|primary=Shotgun|melee=Wrench|attribs= | {{Robot loadout|icon=engineer|name=Engineer|primary=Shotgun|melee=Wrench|attribs= | ||
{{buff|500 HP}}{{buff|Spawns by teleporting onto a sentry nest location}}{{buff|Builds a teleporter exit that acts as a forward spawn point}}}} | {{buff|500 HP}}{{buff|Spawns by teleporting onto a sentry nest location}}{{buff|Builds a teleporter exit that acts as a forward spawn point}}}} | ||
− | {{Robot loadout|icon=engineer|name=Engineer | + | {{Robot loadout|icon=engineer|name=Engineer|primary=Shotgun|melee=Wrench|attribs={{buff|275 HP}}{{buff|Spawns by teleporting onto a sentry nest location}}{{info|Cannot build teleporters}}}} |
− | {{Robot loadout|icon=engineer|name=Engineer | + | {{Robot loadout|icon=engineer|name=Engineer|primary=Shotgun|melee=Wrench|attribs={{buff|275 HP}}{{info|Spawns normally}}<br>{{buff|Builds a teleporter exit that acts as a forward spawn point}}}} |
− | {{Robot loadout|icon=engineer|name=Engineer | + | {{Robot loadout|icon=engineer|name=Engineer|primary=Shotgun|melee=Wrench|attribs={{buff|275 HP}}{{info|Spawns normally}}<br>{{info|Cannot build teleporters}}}} |
− | The Engineer robot is a support unit; its arrival and destruction | + | The Engineer robot is a support unit; its arrival and destruction are announced by the [[Administrator]], as well as by a large beam of light that appears where it spawns. It has 500 health (600 on [[Rottenburg]] missions), four times that of the standard human Engineer. Its main role is to build [[Teleporters|Teleporter]] exits so the robots can spawn closer to the bomb. The Engineer spawns by teleporting onto a suitable sentry nest location near the bomb (if the bomb has not moved up far enough, the Engineer waits in spawn), and immediately builds a [[Sentry Gun]] and a Teleporter; players too close to the Engineer's appearance are knocked away instead of being [[telefragged]]. The Sentry Gun instantly upgrades itself to Level 3 upon completion, while the Teleporter, a Level 1 with doubled health, acts as a forward spawn point for entire groups of robots, giving them 5 seconds of invulnerability once they appear. Notably, Engineer robots always spawn hauling a building, never preferring to reach their nest spot with their Shotgun out for self-defense. |
− | In some missions, the Engineer spawns normally, instead of instantly appearing at a build spot. These Engineers have less health, and are not announced by the Administrator. Unlike standard Engineers, they can spawn regardless of how far up the bomb has | + | In some missions, the Engineer spawns normally, instead of instantly appearing at a build spot. These Engineers have less health, and are not announced by the Administrator. Unlike standard Engineers, they can spawn regardless of how far up the bomb has moved. These Engineers can also drop money when destroyed. Two different subtypes of these Engineers exist - one constructs both a Sentry Gun and a Teleporter, the same as a standard Engineer, while the second only constructs a Sentry Gun. The two subtypes are otherwise identical. |
− | As the bomb moves forward, the Engineer | + | As the bomb moves forward, the Engineer attempts to move up with it, setting up new bases closer to the objective. Just as other robots have infinite ammo, Engineer robots never run out of metal – as soon as its building is destroyed, it constructs another. As neither it nor its allies require ammo, it never attempts to build [[Dispenser]]s. Upon destruction, including the end of a wave, the building fragments provide [[ammo]] for the players as a human Engineer's buildings would. If the Engineer is separated from its buildings, or is simply moving to a new build spot, it completely disregards enemy players instead of trying to defend itself with its Shotgun or Wrench. |
− | As a support robot, Engineers are not programmed to move towards the bomb by default, only becoming the carrier in rare, mainly accidental circumstances; if it does become the carrier, the Engineer | + | As a support robot, Engineers are not programmed to move towards the bomb by default, only becoming the carrier in rare, mainly accidental circumstances; if it does become the carrier, the Engineer only attempts attacking with the [[Wrench]] if players are within range – and even then, it does not actually move to the bomb hatch, instead going back to maintaining its buildings. However, if the Engineer carrying the bomb makes it to the hatch via being airblasted into it, the Engineer still deploys the bomb. |
− | When an Engineer's Teleporter is active, an icon appears on the HUD, and it can easily be found with the blue pillar of light that appears above the Engineer's sentry nest. The Administrator | + | When an Engineer's Teleporter is active, an icon appears on the HUD, and it can easily be found with the blue pillar of light that appears above the Engineer's sentry nest. The Administrator announces if an Engineer is destroyed but still has an active teleporter on the field. |
== Update history == | == Update history == | ||
'''{{Patch name|12|20|2012}}''' ([[Mecha Update]]) | '''{{Patch name|12|20|2012}}''' ([[Mecha Update]]) | ||
* [[Mann vs. Machine|Mann Vs. Machine]] | * [[Mann vs. Machine|Mann Vs. Machine]] | ||
− | ** Added new Engineer robot | + | ** Added new Engineer robot. |
'''{{Patch name|1|16|2013}}''' | '''{{Patch name|1|16|2013}}''' | ||
Line 42: | Line 46: | ||
== Bugs == | == Bugs == | ||
<!-- Unless Valve added the Gunslinger Engineer Robot, the bug about Engineer that hold Gunslinger should NEVER happen.--> | <!-- Unless Valve added the Gunslinger Engineer Robot, the bug about Engineer that hold Gunslinger should NEVER happen.--> | ||
− | * If an Engineer robot's teleporter is destroyed by a [[Red-Tape Recorder]], the teleporter icon | + | * If an Engineer robot's teleporter is destroyed by a [[Red-Tape Recorder]], the teleporter icon remains on the HUD. |
− | * Engineers | + | * Engineers do not try to remove Sappers from their Teleporters if it is still doing its construction animation. This also means that they ''never'' try to save their Teleporter from Red-Tape Recorders. |
− | * If a stock Sapper is placed on a robot | + | * If a stock Sapper is placed on a robot Teleporter, it still has the animation, particle effects, pillar of light and sound as if it was still active, even though it is actually disabled (if a Red-Tape Recorder is used instead, only the particle effect still appears). |
* The Engineer's entire head is [[Self-illumination|self-illuminated]], as opposed to just the eyes as seen on other robots. | * The Engineer's entire head is [[Self-illumination|self-illuminated]], as opposed to just the eyes as seen on other robots. | ||
− | * If an Engineer teleports into the map while a robot teleporter is active, it | + | * If an Engineer teleports into the map while a robot teleporter is active, it briefly spawns on the Teleporter first before appearing at its desired build location. This plays the Teleporter sound and gives the Engineer 5 seconds of invulnerability. |
+ | * Excruciatingly rarely, an Engineer bot may build a small, level 3 RED Sentry Gun instead of a normal sized, level 3 BLU one. It still attacks RED players and otherwise functions normally despite the deceiving appearance. | ||
== Trivia == | == Trivia == | ||
− | |||
* The Engineer Robot has a metal plate on its back that reads "Engineer" (エンジニア, ''Enjinia'') in Japanese. | * The Engineer Robot has a metal plate on its back that reads "Engineer" (エンジニア, ''Enjinia'') in Japanese. | ||
− | * The Engineer Robot carries a device similar to the Engineer's Build Tool in its front pocket, but with the "[[Dispenser|2]]" key missing. | + | * The Engineer Robot carries a device similar to the Engineer's Build Tool in its front pocket, but with the "[[Dispenser|2]]" key missing, because for {{botignore|robots}} [https://www.youtube.com/watch?v=aAwJlD-m_hE "There's no such thing as two"]. |
* All of the Engineer robot's taunts use the exact same animation as the human taunts, despite the other robot classes having special animations. | * All of the Engineer robot's taunts use the exact same animation as the human taunts, despite the other robot classes having special animations. | ||
** Additionally, the Engineer robot uses human animations for special taunts too, such as the [[High Five!]] and the [[Conga]]. | ** Additionally, the Engineer robot uses human animations for special taunts too, such as the [[High Five!]] and the [[Conga]]. | ||
− | * Teleporters made by Engineer robots originally made a sound to tell players when they were activated. | + | * Teleporters made by Engineer robots originally [[Media:mvm_tele_activate.wav|made a sound]] to tell players when they were activated. |
+ | * The Engineer Robot is the only robot mercenary that can't appear on the [[main menu]]. | ||
== Gallery == | == Gallery == | ||
Line 62: | Line 67: | ||
File:Engibot Gatebot On.png|An Engineer with a turned on Gatebot Helmet equipped. | File:Engibot Gatebot On.png|An Engineer with a turned on Gatebot Helmet equipped. | ||
File:Engibot Gatebot Off.png|An Engineer with a turned off Gatebot Helmet equipped. | File:Engibot Gatebot Off.png|An Engineer with a turned off Gatebot Helmet equipped. | ||
+ | File:Engibot beta red.png|RED variant of the Engineer's head found in the Source Filmmaker Beta. | ||
+ | File:Leaderboard class teleporter.png|The teleporter icon that shows up when at least one Teleporter is active on a map. | ||
</gallery> | </gallery> | ||
{{Robot Nav}} | {{Robot Nav}} | ||
− | {{ | + | {{Mecha Update Nav}} |
+ | |||
+ | [[Category:Mann vs. Machine]] |
Latest revision as of 06:20, 11 September 2024
Engineer Robot | |
---|---|
Basic Information | |
Health: | 275 (Type 2, Type 3, Type 4) 500 (Type 1) 600 (Type 1 on Rottenburg) |
Speed: | 100% |
“ | These Grinch-like Smissmas cakewalk destroyers can skip huge areas of the path with their teleporting ability, and also teleport other robots forward instantly with their "telling other robots about the teleporter" ability.
— Mecha-Engineer publicity blurb
|
” |
“ | Take it like a man, shorty.
Click to listen
— The Engineer-bot
|
” |
Engineer Robots, also referred to as Mecha Engineers, appear in Mann vs. Machine as enemies, being the only robot class to be added separately from the original Mann vs. Machine Update. They were originally announced on December 19th, 2012 as part of the Mecha Update.
Normal variants
Engineer (Type 1-4)
Icon | Name | Primary | Melee | Attributes |
---|---|---|---|---|
Engineer | Shotgun |
Wrench |
500 HP Spawns by teleporting onto a sentry nest location Builds a teleporter exit that acts as a forward spawn point |
Icon | Name | Primary | Melee | Attributes |
---|---|---|---|---|
Engineer | Shotgun |
Wrench |
275 HP Spawns by teleporting onto a sentry nest location Cannot build teleporters |
Icon | Name | Primary | Melee | Attributes |
---|---|---|---|---|
Engineer | Shotgun |
Wrench |
275 HP Spawns normally Builds a teleporter exit that acts as a forward spawn point |
Icon | Name | Primary | Melee | Attributes |
---|---|---|---|---|
Engineer | Shotgun |
Wrench |
275 HP Spawns normally Cannot build teleporters |
The Engineer robot is a support unit; its arrival and destruction are announced by the Administrator, as well as by a large beam of light that appears where it spawns. It has 500 health (600 on Rottenburg missions), four times that of the standard human Engineer. Its main role is to build Teleporter exits so the robots can spawn closer to the bomb. The Engineer spawns by teleporting onto a suitable sentry nest location near the bomb (if the bomb has not moved up far enough, the Engineer waits in spawn), and immediately builds a Sentry Gun and a Teleporter; players too close to the Engineer's appearance are knocked away instead of being telefragged. The Sentry Gun instantly upgrades itself to Level 3 upon completion, while the Teleporter, a Level 1 with doubled health, acts as a forward spawn point for entire groups of robots, giving them 5 seconds of invulnerability once they appear. Notably, Engineer robots always spawn hauling a building, never preferring to reach their nest spot with their Shotgun out for self-defense.
In some missions, the Engineer spawns normally, instead of instantly appearing at a build spot. These Engineers have less health, and are not announced by the Administrator. Unlike standard Engineers, they can spawn regardless of how far up the bomb has moved. These Engineers can also drop money when destroyed. Two different subtypes of these Engineers exist - one constructs both a Sentry Gun and a Teleporter, the same as a standard Engineer, while the second only constructs a Sentry Gun. The two subtypes are otherwise identical.
As the bomb moves forward, the Engineer attempts to move up with it, setting up new bases closer to the objective. Just as other robots have infinite ammo, Engineer robots never run out of metal – as soon as its building is destroyed, it constructs another. As neither it nor its allies require ammo, it never attempts to build Dispensers. Upon destruction, including the end of a wave, the building fragments provide ammo for the players as a human Engineer's buildings would. If the Engineer is separated from its buildings, or is simply moving to a new build spot, it completely disregards enemy players instead of trying to defend itself with its Shotgun or Wrench.
As a support robot, Engineers are not programmed to move towards the bomb by default, only becoming the carrier in rare, mainly accidental circumstances; if it does become the carrier, the Engineer only attempts attacking with the Wrench if players are within range – and even then, it does not actually move to the bomb hatch, instead going back to maintaining its buildings. However, if the Engineer carrying the bomb makes it to the hatch via being airblasted into it, the Engineer still deploys the bomb.
When an Engineer's Teleporter is active, an icon appears on the HUD, and it can easily be found with the blue pillar of light that appears above the Engineer's sentry nest. The Administrator announces if an Engineer is destroyed but still has an active teleporter on the field.
Update history
December 20, 2012 Patch (Mecha Update)
- Mann Vs. Machine
- Added new Engineer robot.
- [Undocumented] Updated materials and model for the Engineer Robot.
- Fixed Engineer bots in Mann Vs. Machine building disposable Sentry Guns that upgrade into tiny, red, level 3 Sentry Guns.
Bugs
- If an Engineer robot's teleporter is destroyed by a Red-Tape Recorder, the teleporter icon remains on the HUD.
- Engineers do not try to remove Sappers from their Teleporters if it is still doing its construction animation. This also means that they never try to save their Teleporter from Red-Tape Recorders.
- If a stock Sapper is placed on a robot Teleporter, it still has the animation, particle effects, pillar of light and sound as if it was still active, even though it is actually disabled (if a Red-Tape Recorder is used instead, only the particle effect still appears).
- The Engineer's entire head is self-illuminated, as opposed to just the eyes as seen on other robots.
- If an Engineer teleports into the map while a robot teleporter is active, it briefly spawns on the Teleporter first before appearing at its desired build location. This plays the Teleporter sound and gives the Engineer 5 seconds of invulnerability.
- Excruciatingly rarely, an Engineer bot may build a small, level 3 RED Sentry Gun instead of a normal sized, level 3 BLU one. It still attacks RED players and otherwise functions normally despite the deceiving appearance.
Trivia
- The Engineer Robot has a metal plate on its back that reads "Engineer" (エンジニア, Enjinia) in Japanese.
- The Engineer Robot carries a device similar to the Engineer's Build Tool in its front pocket, but with the "2" key missing, because for robots "There's no such thing as two".
- All of the Engineer robot's taunts use the exact same animation as the human taunts, despite the other robot classes having special animations.
- Additionally, the Engineer robot uses human animations for special taunts too, such as the High Five! and the Conga.
- Teleporters made by Engineer robots originally made a sound to tell players when they were activated.
- The Engineer Robot is the only robot mercenary that can't appear on the main menu.
Gallery
The Romevision Version of the Engineer.
|