Difference between revisions of "Tank Robot"
(Added a bit of trivia about the tank that i found out when screwing around on my own server.) |
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==Trivia== | ==Trivia== | ||
− | * If spawned on a | + | * If spawned on a Payload map via third party plugins, or console commands, the Tank will attempt to find it's way to the beginning of the track where it will proceed behave like a normal Payload bomb. It will follow the track as a bomb would, triggering checkpoints along the way. At the end it will deploy it's bomb as if it had reached the hole on any normal MVM map. However if the tank runs into a Payload cart it will immediately explode. |
==Gallery== | ==Gallery== |
Revision as of 05:21, 8 November 2012
Tank Robot | |
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Basic Information | |
Health: | Varies Lowest: 18000 |
Speed: | 25% |
“ | We don't know what this thing is, but it's big as hell, looks unstoppable, and it probably runs on human blood. We're just guessing that last part, because it's usually covered in it.
— Day 1 of the Mann vs. Machine update
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” |
Tank Robots are large bomb-carrying machines that arrive with the robots in Mann vs. Machine modes. They carry no offensive weapons and thus have no direct way of harming the player. They can take an extreme amount of damage before they are destroyed, far more so than any other robot. The Administrator announces the entrance, progress, and destruction of each tank.
After entering the map, tanks slowly travel along a set path to the bomb hatch before deploying their bomb and ending the round. This path is unique to each map and may differ from the path of other robots in the wave, if any. They have their own bomb, independent of the one carried by the other robots, and in waves with tank(s) and bomb-carrying robots, both the tank and the robots must be destroyed to complete the wave.
Tanks cannot be stopped by any means other than their destruction, and they are immune to slowdowns, knockback, ignition, Jarate, Mad Milk, Sappers, headshots, backstabs, and most other status effects, but they are affected by critical hits and mini-crits. On-hit effects are ignored when attacking a tank: shooting it with the Widowmaker, for example, won't give the Engineer's Metal back. Tanks cannot directly cause damage to players, even those standing directly in front of them, but turning tanks may crush players against walls and props, killing the players instantly. They also destroy Engineer buildings in their path. It should also be noted that the tank has approximately 75% damage resistance against the Minigun, substantially reducing the heavy's damage output against the vehicle.
Tanks have a health meter below the "robots remaining" display on the HUD, and as they are more damaged, they will acquire bullet holes and cracks and lose parts, like the covering on their treads. The final tank of a mission has distinctive white stripes; this does not correlate to any of its properties.
Contents
Health
Health | |
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18000 | Machine Massacre (waves 4 and 7A) Mech Mutilation (wave 1C) |
20000 | Doe's Drill (waves 3 and 8) Ctrl+Alt+Destruction (wave 7B) CPU Slaughter (waevs 6C and 6E) Manouvers (wave 2) Machine Massacre (wave 7D) Mech Mutilation (wave 3D) Doe's Doom (waves 7) |
22500 | Manouvers (wave 7) |
24000 | Doe's Doom (waves 2A) |
25000 | Disk Deletion (waves 6, 8A-1, and 8A-2) Data Demolition (waves 3D and 4A) Ctrl+Alt+Destruction (wave 5) Day of Wreckening (waves 2 and 6B) |
28000 | Crash Course (wave 3) |
30000 | Data Demolition (waves 6B and 6D) Crash Course (wave 5) Ctrl+Alt+Destruction (wave 2A) CPU Slaughter (wave 6A) |
32000 | Data Demolition (wave 6A) |
33000 | Crash Course (wave 6B) |
35000 | Ctrl+Alt+Destruction (wave 7D) CPU Slaughter (wave 4) Caliginous Caper (Sub-wave 4) |
40000 | Caliginous Caper (Sub-wave 5) |
42000 | Caliginous Caper (Sub-wave 7) |
60000 | Caliginous Caper (Sub-wave 8G) |
Elimination
When a tank is the only robot in the wave (excluding support-class robots like Snipers), it should be focused by all players until it is destroyed. Kritzkrieg Medics and Canteens are extremely effective when paired with sustained high-damage classes like Heavies, Pyros, and Soldiers, or when used with Demomen using his Grenade Launchers and Stickybomb Launchers. Wrangled Sentry Guns also deal massive damage to tanks, but may have to be relocated once the tank passes out of their range or if they're in the tank's path. As well, the hitbox of the tank is very large, making weapons with "bullet spread", such as the Frontier Justice, effective even at medium-long range.
If a tank arrives with other robots, especially giant robots, consider killing the robots first, as tanks do not deal damage and can usually be dealt with after the regular robots if they have not traveled more than halfway. After arriving to the bomb hole, the tank will take a while to deploy its bomb, so the team still has time to destroy it.
Related achievements
Mann vs. Machievements
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Update history
August 15, 2012 Patch (Mann vs. Machine)
- The Tank was added to the game.
- Fixed a crash related to server plug-ins spawning a Tank before the game is ready.
- Fixed the looping tank sound not playing if it was spawned far from the player
- Fixed tank destruction effects playing at the map origin
Trivia
- If spawned on a Payload map via third party plugins, or console commands, the Tank will attempt to find it's way to the beginning of the track where it will proceed behave like a normal Payload bomb. It will follow the track as a bomb would, triggering checkpoints along the way. At the end it will deploy it's bomb as if it had reached the hole on any normal MVM map. However if the tank runs into a Payload cart it will immediately explode.
Gallery
External links
- "Machines" official announcement, with the hint of the Tank Robot.
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