Difference between revisions of "Mann vs. Machine"
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For the sake of identification, all human players will be dressed in RED and will be identified as team DEFENDERS while all robots will have BLU colors in their visual effects and in the kill feed. | For the sake of identification, all human players will be dressed in RED and will be identified as team DEFENDERS while all robots will have BLU colors in their visual effects and in the kill feed. | ||
− | Before each round begins, | + | Before each round begins, Defenders will be given a graphic indication of the impending onslaught. Primary targets will have numbers underneath them and will be classified by class or (in the case of special robots) their specialty. Red groups indicate tanks or giant robots. Support targets will be noted as such and will be focused on attacking the players rather than carrying the bomb. |
− | When at least two players enter an MvM server, the option | + | When at least two players enter an MvM server, the option to begin play is enabled. During setup phase, Engineers are able to place buildings at no metal cost and come fully upgraded to level 3. Once one player says they are ready, a countdown clock will begin. As more players acknowledge they are ready, the clock will be reduced. If all players acknowledge they are ready, the round is committed and the clock is reduced to ten seconds. Once the countdown ends, the robots will begin their approach to the field. Robots cannot attack or be damaged until they jump down into the players' field. |
− | A strength gauge will appear to note the remaining forces of the wave. Only primary targets count towards this progress. As they are destroyed, the gauge will empty. Once it is completely empty, the wave is defeated. After each successful wave, | + | A strength gauge will appear to note the remaining forces of the wave. Only primary targets count towards this progress. As they are destroyed, the gauge will empty. Once it is completely empty, the wave is defeated. After each successful wave, each player will be evaluated based on how aggressively money was collected. If a player collect all the piles, he or she will earn a $100 bonus. Once a mission is completed, players will be given a final evaluation and the server will load the next Mann vs. Machine map. |
== Maps == | == Maps == |
Revision as of 05:32, 17 August 2012
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“ | Gray Mann has built an unstoppable automaton army with a single purpose: to destroy all things Mann Co. Luckily for you, the majority of this robot legion is equipped with basic weaponry that could never level an entire building. Unluckily, they also have access to giant bombs, which they’d drag through hell if it meant dropping one in a Mann Co. bombhole. And it’s up to you to stop them.
— Mann vs. Machine publicity blurb
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” |
Mann vs. Machine is a co-op game mode released in the update of the same name. In Mann vs. Machine, a team of six players attempts to prevent a horde of robots from carrying a bomb to their base. As well as the AI-controlled enemies and co-op gameplay, another distinguishing feature of the game mode is the ability for players to purchase upgrades for their weapons using in-game currency, all purchased upgrades will last for the duration of the game.
Mechanics
The team is attacked by a horde of AI-controlled robots, and must try to prevent the robots from successfully delivering a bomb to the players' base (as in Payload). Each robot destroyed provides the players with money (when one player collects a money pile, everyone benefits and earns some money). Between waves of robots, the players have the chance to upgrade their weapons at an Upgrade Store using this money. They may also upgrade abilities for their current class, the upgraded abilities are kept, even while switching to a different class, but the purchased abilities are only available for the class that they were purchased for.
For a fee, the Upgrade Store can also fill a player's Canteen with a buff—such as personal ÜberCharge, a five-second critical hit boost, or ammunition refill—or an ability such as rapid building upgrades for Engineers or the ability to teleport back to the spawn point. All of these Canteens each provide up to three uses.
Most of the robot horde is made up of plain robotic versions of the nine playable classes, with their respective basic weapons equipped. However, there are also a number of special robots with unique abilities.
The bomb-carrying robot receives buffs, which increase over time. These buffs are divided into three stages, which stack together:
Stages | Upgrades |
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First stage | Defensive buff, shared with all nearby robots |
Second stage | Health regeneration |
Final stage | Full crits all the time |
Abilities and Upgrades
Scout |
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Soldier |
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Pyro | |
Demoman |
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Heavy |
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Engineer |
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Medic |
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Sniper |
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Spy |
Gameplay
See Also: Mann vs Machine Strategy For the sake of identification, all human players will be dressed in RED and will be identified as team DEFENDERS while all robots will have BLU colors in their visual effects and in the kill feed.
Before each round begins, Defenders will be given a graphic indication of the impending onslaught. Primary targets will have numbers underneath them and will be classified by class or (in the case of special robots) their specialty. Red groups indicate tanks or giant robots. Support targets will be noted as such and will be focused on attacking the players rather than carrying the bomb.
When at least two players enter an MvM server, the option to begin play is enabled. During setup phase, Engineers are able to place buildings at no metal cost and come fully upgraded to level 3. Once one player says they are ready, a countdown clock will begin. As more players acknowledge they are ready, the clock will be reduced. If all players acknowledge they are ready, the round is committed and the clock is reduced to ten seconds. Once the countdown ends, the robots will begin their approach to the field. Robots cannot attack or be damaged until they jump down into the players' field.
A strength gauge will appear to note the remaining forces of the wave. Only primary targets count towards this progress. As they are destroyed, the gauge will empty. Once it is completely empty, the wave is defeated. After each successful wave, each player will be evaluated based on how aggressively money was collected. If a player collect all the piles, he or she will earn a $100 bonus. Once a mission is completed, players will be given a final evaluation and the server will load the next Mann vs. Machine map.
Maps
Name | Picture | File name |
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Coal Town | mvm_coaltown
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Decoy | mvm_decoy
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Mannworks | mvm_mannworks
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Bugs
- Sometimes a menu such as team, class, or upgrade choice will freeze on screen, forcing you to refresh the HUD.
- If the server map times expires (the map time left drops to 0), the current game will keep playing after the bomb has been detonated, without starting a new round (the players can force a new round to start by destroying all the robots as normal however). In addition, the players will automatically lose as soon as the bomb arrives, however the mercenaries can continue to fight and win the round whilst all the robots crowd around the bomb without picking it up.
- The hole in which the bomb is placed kills everything, including bots carrying bombs.
Trivia
- Two grenade weapons cut from the game, the Bear Trap and the Frag Grenade, can be seen in the Upgrade Store.
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