Difference between revisions of "Upgrade Station"
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== 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. | + | *Occasionally, upon a failure, the [[Chargin' Targe]] and [[Splendid Screen]]'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]] though they lack a recharge mechanic. | *The '''+20% Recharge Rate''' upgrade can apply on [[Dalokohs Bar]] and [[Fishcake]] though they lack a recharge mechanic. | ||
*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 '''+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. | ||
*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. | *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. | ||
− | * | + | *Changing a weapon via [[Loadout#Loadout|loadout screen]] before walking up to the upgrade station, then buying a single upgrade, will prevent buying or selling any 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. | **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 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 | + | *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 cumulative 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. | *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. | ||
Revision as of 02:11, 4 September 2012
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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. 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.
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. Players cannot heal using the Upgrade Station during waves.
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 classes | 350 | 3 | Take less damage from explosions, including self-damage, e.g., rocket jumps and sticky jumps. |
+25% Bullet Resistance | 350 | 3 | Take less damage from hitscan weapons, including melee weapons and taunt attacks. | |
+10% Movement Speed | 200 | 3 | Adds 10% to movement speed. | |
+2% Health Regen | 200 | 5 | Regenerates health every second. | |
+20% Jump Height | 200 | 3 | Jump higher. | |
+25% Fire Resistance | 150 | 3 | Take less damage from fire and afterburn. | |
+25% Crit Resistance | 150 | 3 | Take less damage from critical hits. | |
+5 Metal Regen | Engineer | 200 | 5 | Metal is regenerated every 5 seconds. |
Weapon
Primary
Upgrade | Weapons | Cost | Levels | Notes |
---|---|---|---|---|
Destroy Projectiles | Minigun, Natascha, Iron Curtain, Brass Beast, Tomislav, Huo-Long Heater | 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 | Rocket Launcher, Direct Hit, Black Box, Rocket Jumper, Liberty Launcher, Cow Mangler 5000, Original, Beggar's Bazooka Grenade Launcher, Loch-n-Load |
500 | 4 | |
+25% Projectile Speed | 200 | 4 | ||
+25% Damage | Scattergun, Force-A-Nature, Shortstop, Soda Popper, Baby Face's Blaster Flame Thrower, Backburner, Degreaser, Phlogistinator, Rainblower Sniper Rifle, Huntsman, Sydney Sleeper, Bazaar Bargain, Machina, Hitman's Heatmaker, AWPer Hand |
400 | 4 | |
+2 Clip Size | Rocket Launcher, Direct Hit, Black Box, Rocket Jumper, Liberty Launcher, Cow Mangler 5000, Original, Beggar's Bazooka Grenade Launcher, Loch-n-Load Crusader's Crossbow |
400 | 4 | |
+50% Clip Size | Scattergun, Force-A-Nature, Shortstop, Soda Popper, Baby Face's Blaster Shotgun, Frontier Justice, Widowmaker, Pomson 6000 Syringe Gun, Blutsauger, Overdose |
400 | 4 | |
Projectile Penetration | Bullet weapons Huntsman |
400 | 3 1 |
Projectiles penetrate enemy players. |
Explosive Headshot | Sniper Rifle, Huntsman, Bazaar Bargain, Machina, Hitman's Heatmaker, AWPer Hand | 350 | 3 | Increased headshot explosion radius and damage to nearby enemies |
+5s Bleed On Target | Huntsman | 250 | 4 | |
+25% Faster Charge | Sniper Rifle, Sydney Sleeper, Bazaar Bargain, Machina, Hitman's Heatmaker, AWPer Hand | 250 | 4 | |
+50% Ammo Capacity | All ammunition-using Primary Weapons | 250 | 3 | Ammo pickups grant more ammo proportionately. |
+20% Reload Speed | Bullet weapons Rocket Launcher, Direct Hit, Black Box, Rocket Jumper, Liberty Launcher, Cow Mangler 5000, Original, Beggar's Bazooka Grenade Launcher, Loch-n-Load |
250 | 3 | |
+10% Firing Speed | 200 | 4 | ||
+25 Health On Kill | All damage-dealing Primary Weapons | 200 | 4 | Health from robot kills can overheal players. |
+25% Burn Damage | Flame Thrower, Backburner, Degreaser, Phlogistinator, Rainblower | 250 | 4 | Afterburn damage bonus |
+25% Burn Time | 250 | 4 | Afterburn duration | |
+25% Airblast Force | Flame Thrower, Backburner, Degreaser, Rainblower | 100 | 4 |
Secondary
Upgrade | Weapons | Cost | Levels | Notes |
---|---|---|---|---|
+20% Damage | Stickybomb Launcher, Scottish Resistance, Sticky Jumper | 400 | 4 | |
+2 Clip Size | 400 | 4 | ||
+50% Clip Size | Winger, Pretty Boy's Pocket Pistol Family Business SMG, Cleaner's Carbine Revolver, Ambassador, Big Kill, L'Etranger, Enforcer, Diamondback Lugermorph, Pistol Reserve Shooter Shotgun |
200 | 4 | |
Projectile Penetration | Bullet weapons | 200 | 1 | Projectiles penetrate enemy players. |
+25 Health On Kill | All damage-dealing Secondary Weapons | 100 | 4 | Health from robot kills can overheal players. |
+50% Ammo Capacity | All ammunition-using Secondary Weapons | 125 | 3 | Ammo pickups grant more ammo accordingly. |
+20% Reload Speed | Detonator, Flare Gun, Scorch Shot Stickybomb Launcher, Scottish Resistance, Sticky Jumper Reserve Shooter Shotgun |
250 | 3 | |
+20% Recharge Rate | Bonk! Atomic Punch, Crit-a-Cola, Mad Milk, Flying Guillotine Sandvich, Buffalo Steak Sandvich, Dalokohs Bar, Fishcake Jarate |
250 | 4 | |
+25% Buff Duration | Buff Banner, Battalion's Backup, Concheror | 250 | 2 | |
+10% Firing Speed | Bullet weapons Stickybomb Launcher, Scottish Resistance, Sticky Jumper Short Circuit |
100 | 4 | |
-35% Speed On Target | Mad Milk Jarate |
200 | 1 | Does not stack. |
+100% Charge Recharge Rate | Chargin' Targe, Splendid Screen | 150 | 4 | |
Share Canteens | Medi Gun, Kritzkrieg, Quick-Fix | 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. |
Melee
Upgrade | Weapons | Cost | Levels | Notes |
---|---|---|---|---|
+10% Attack Speed | Melee weapons | 200 | 4 | |
+25% Damage | Eyelander, Scotsman's Skullcutter, Horseless Headless Horsemann's Headtaker, Claidheamh Mòr, Half-Zatoichi, Persian Persuader, Nessie's Nine Iron | 400 | 4 | 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. |
+25 Health On Kill | Melee weapons | 100 | 4 | Health from robot kills can overheal players. |
Armor Penetration | Knife, Your Eternal Reward, Conniver's Kunai, Big Earner, Wanga Prick, Spy-cicle, Sharp Dresser, Black Rose | 400 | 4 | Allows backstabs against giant robots at X% (out of 750) damage |
+2s Crits On Kill | 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 Knife, Your Eternal Reward, Conniver's Kunai, Big Earner, Wanga Prick, Spy-cicle, Sharp Dresser, Black Rose |
350 | 2 | 2 seconds of 100% Critical hit chance per level; switching weapons retains critical hits. |
+20% Recharge Rate | Sandman, Wrap Assassin | 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 | Sandman | 500 | 1 | Marks one target at a time, similar to the Fan O'War, on hit with either the Sandman or its baseball projectile. |
Other
Sapper
Upgrade | Weapons | Cost | Levels | Notes |
---|---|---|---|---|
Robot Sapper Power | Sapper, Red-Tape Recorder | 350 | 3 | Increases robot Sapper radius and duration |
Buildings
These are available only to the Engineer.
Upgrade | Building | Cost | Levels | Notes |
---|---|---|---|---|
+1 Disposable Sentry Gun | Combat Mini-Sentry Gun | 500 | 1 | 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. |
+100% Building Health | All Buildings | 400 | 3 | You have to build new buildings for this to take effect. |
+10% Sentry Firing Speed | Sentry Gun Combat Mini-Sentry Gun |
350 | 3 | 10% faster sentry fire rate. |
2-Way Teleporters | Teleporter | 250 | 1 | Teleporters will teleport players regardless if they are standing on an Entrance or an Exit. |
+50% Max Metal Capacity | Engineer | 200 | 4 | +50% metal to the Engineer, not the buildings. |
+100% Dispenser Range | Dispenser | 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.
Note certain weapons cannot be upgraded. These include:
- Gunboats
- Mantreads
- Ali Baba's Wee Booties
- Bootlegger
- Wrangler
- Razorback
- Darwin's Danger Shield
- Cozy Camper
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
- Fixed the Metal Regen upgrade displaying a percentage instead of an incremental value
Bugs
- Occasionally, upon a failure, the Chargin' Targe and Splendid Screen'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 though they lack a recharge mechanic.
- 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.
- 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.
- Changing a weapon via loadout screen before walking up to the upgrade station, then buying a single upgrade, will prevent buying or selling any 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 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 cumulative 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
- 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.
- 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.
- There is an unused song in the game's files that was supposed to be played whilst the player used an Upgrade Station.
See also
External links
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