Difference between revisions of "Upgrade Station"
m (→Bugs: Changed wording of +50% Overheal Time bug.) |
(→Bugs: Forgot to add another bug regarding Blast Resistance and self damage.) |
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*The '''+2% Health Regen''' upgrade displays health regenerated as a percentage, even though it is incremented additively by 2. | *The '''+2% Health Regen''' upgrade displays health regenerated as a percentage, even though it is incremented additively by 2. | ||
*The '''+50% Overheal Time''' upgrade is intended to stop overheal from decaying, but in the code it 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 '''+50% Overheal Time''' upgrade is intended to stop overheal from decaying, but in the code it 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 '''+25% Blast Resistance''' upgrade reduces self damage taken from [[Jumping#Rocket jumps|rocket jumps]] and [[Jumping#Demoman jumps|sticky jumps]]. | ||
== Trivia == | == Trivia == |
Revision as of 06:16, 24 August 2012
![]() | “Let's go, let's go, let's go!” This article documents a recent addition. It may contain speculation, broken links or errors. You can help improve it by editing this page to include new information. |
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“ | 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.
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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 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 () 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.
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.
Since there are no Resupply Cabinets in the base, purchasing an upgrade from an Upgrade Station will restore health and ammo without needing to switch classes.
Contents
User Interface
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.
Class
Upgrade | Classes | Cost | Levels | Notes |
---|---|---|---|---|
+25% Blast Resistance | All | 350 | 3 | Take less damage from explosions. |
+25% Bullet Resistance | All | 350 | 3 | Take less damage from hitscan weapons. |
+10% Movement Speed | All | 200 | 3 | Adds 10% to movement speed. |
+2% Health Regen | All | 200 | 5 | Regenerates health every second. |
+20% Jump Height | All | 200 | 3 | Jump higher. |
+25% Fire Resistance | All | 150 | 3 | Take less damage from fire and afterburn. |
+25% Crit Resistance | All | 150 | 3 | Take less damage from critical hits. |
+5 Metal Regen | ![]() |
200 | 5 | Metal is regenerated every 5 seconds. |
Weapon
Primary
Upgrade | Weapons | Cost | Levels | Notes |
---|---|---|---|---|
Destroy Projectiles | ![]() |
600 | 1 | Bullets destroy Rockets and Grenades mid-flight |
Knockback Rage | ![]() |
350 | 3 | +1 rage on damage, taunt to knock back targets on damage |
+20% Damage | ![]() ![]() |
500 | 4 | |
+25% Damage | ![]() ![]() ![]() |
400 | 4 | |
+2 Clip Size | ![]() ![]() ![]() |
400 | 4 | |
+50% Clip Size | ![]() ![]() ![]() |
400 | 4 | |
Projectile Penetration | ![]() Hitscan |
400 | 1 | Projectiles penetrate enemy players. |
Explosive Headshot | ![]() |
350 | 3 | Increased headshot explosion radius and damage to nearby enemies |
+50% Ammo Capacity | All Ammunition-Using Primary Weapons | 250 | 3 | Ammo pickups grant more ammo accordingly. |
+20% Reload Speed | ![]() ![]() ![]() Hitscan |
250 | 3 | |
+10% Firing Speed | ![]() ![]() Hitscan |
200 | 4 | |
+25 Health On Kill | All damage dealing Primary Weapons | 200 | 4 | |
+25% Projectile Speed | ![]() ![]() |
200 | 4 | |
+25% Faster Charge | ![]() |
250 | 4 | |
+25% Burn Damage | ![]() |
250 | 4 | Afterburn damage bonus |
+25% Burn Time | ![]() |
250 | 4 | Afterburn duration |
+25% Airblast Force | ![]() |
100 | 4 |
Secondary
Upgrade | Weapons | Cost | Levels | Notes |
---|---|---|---|---|
+2 Clip Size | ![]() |
400 | 4 | |
+50% Clip Size | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
200 | 4 | |
Projectile Penetration | Hitscan | 200 | 1 | Projectiles penetrate enemy players. |
+25 Health On Kill | All damage dealing Secondary Weapons | 100 | 4 | |
+50% Ammo Capacity | All Ammunition-Using Secondary Weapons | 125 | 3 | Ammo pickups grant more ammo accordingly. |
+20% Reload Speed | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
250 | 3 | |
+20% Recharge Rate | ![]() ![]() ![]() |
250 | 4 | |
+25% Buff Duration | ![]() |
250 | 2 | |
+10% Firing Speed | ![]() ![]() Hitscan |
100 | 4 | |
-35% Speed On Target | ![]() ![]() |
200 | 1 | |
+100% Charge Recharge Rate | ![]() |
150 | 4 |
Melee
Upgrade | Weapons | Cost | Levels | Notes |
---|---|---|---|---|
+10% Attack Speed | Any Melee | 200 | 4 | |
+25% Damage | ![]() |
400 | 4 | Upgrade will only appear if Primary and Secondary do not deal damage. If Demoman equips primary or secondary that does damage, this upgrade will no longer appear; any previously purchased levels will still apply, however. |
+25 Health On Kill | Any Melee | 100 | 4 | Health from robot kills can overheal players. |
Armor Penetration | ![]() |
400 | 4 | Allows backstabs against giant robots at X% (out of 750) damage |
+2s Crits On Kill | ![]() ![]() |
350 | 2 | 2 seconds of 100% Critical hit chance per level; switching weapons retains critical hits. |
+20% Recharge Rate | ![]() |
250 | 4 | Faster baseball/bauble recharge rate. |
+100% Max Misc Ammo | ![]() |
100 | 4 | Gives the Scout one extra baseball/bauble per level. |
Ball Marks Target | ![]() |
500 | 1 | Marks one target at a time, similar to the Fan O'War, on hit with the baseball |
Other
Sapper
This is only available to the Spy's Sappers.
Upgrade | Cost | Levels | Notes |
---|---|---|---|
Robot Sapper Power | 350 | 3 | Increases robot Sapper radius and duration |
Medi Gun
These are available only to the Medic's Medi Guns.
Upgrade | Cost | Levels | Notes |
---|---|---|---|
Share Canteens | 600 | 1 | Share canteen powerups with heal target |
+25% Übercharge Rate | 300 | 4 | |
+25% Heal Rate | 250 | 4 | |
+2s Über Duration | 250 | 3 | |
+25% Max Overheal | 200 | 4 | |
+50% Overheal Time | 150 | 2 | Decreases overheal decay rates. |
Buildings
These are available only to the Engineer.
Upgrade | Cost | Levels | Notes |
---|---|---|---|
+1 Disposable Sentry Gun | 500 | 1 | Gives the player a disposable mini-sentry. Mini-sentry cannot be upgraded, repaired, or refilled. Once the mini-sentry runs out of ammunition, it self-destructs. Not affected by building health and sentry fire rate upgrades. |
+100% Building Health | 400 | 3 | You have to build new buildings for this to take effect. |
+10% Sentry Firing Speed | 350 | 3 | 10% faster sentry fire rate. |
2-Way Teleporters | 250 | 1 | Teleporters will teleport players regardless if they are standing on an Entrance or an Exit. |
+50% Max Metal Capacity | 200 | 4 | +50% metal to the Engineer, not the buildings. |
+100% Dispenser Range | 100 | 3 | Players can stand further away from the Dispenser to gain Ammo and Health. |
Power Up Canteen
These are available to any class with a Power Up Canteen in their Action Slot.
Upgrade | Cost | Uses | Notes |
---|---|---|---|
Become Crit Boosted | 100 | 3 | Crits and doubled sentry fire rate for 5 seconds. |
Become Übercharged | 75 | 3 | Übercharge and puts a Wrangler shield around your sentry for 5 seconds. |
Building Upgrade | 50 | 3 | (Engineers only) Upgrades all existing buildings to Level 3. |
Refill Clips and Ammo | 25 | 3 | Instantly refills all weapons' clips and ammumition. |
Teleport to Spawn | 10 | 3 | Instantly teleport to spawn with a speed boost. |
Note certain weapons cannot be upgraded. These include:
- Razorback
- Darwin's Danger Shield
- Cozy Camper
- Wrangler
- Gunboats
- Mantreads
- Ali Baba's Wee Booties
- Bootlegger
Related achievements
Mann vs. Machievements
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Update history
- Added Mann vs. Machine
- 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
Bugs
- Occasionally, upon a failure, the Chargin' Targe's upgrades will be reset. However, the money used on the upgrades will not be refunded.
- The +20% Recharge Rate upgrade can apply on Dalokohs Bar and Fishcake even through they don't have recharge mechanic.
- The +2% Health Regen upgrade displays health regenerated as a percentage, even though it is incremented additively by 2.
- The +50% Overheal Time upgrade is intended to stop overheal from decaying, but in the code it 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 +25% Blast Resistance upgrade reduces self damage taken from rocket jumps and sticky jumps.
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 is a file named mvm_upgrades.txt that controls the cost of individual upgrades, effect of individual upgrades and the cap on how much one can upgrade a specific attribute.
- It is found within Team Fortress 2 content.gcf inside the tf/scripts/items/ folder. It may be extracted and edited (as a custom hud would be.) A server may use an edited file to provide a different game. Note though, that clients' file not matching a server's causes the upgrades to mismatch and may prevent upgrade purchases.
- Inside the above noted file there are 3 upgrades to be found that are not currently in the game. There is an upgrade for the radius of an Engineer's Sentry Gun. There is an upgrade for regeneration of a percent of a mercenary's max ammo every 5 seconds. There is an upgrade for gaining more credits through an additively stacking percent multiplier.
See also
External links
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