Difference between revisions of "Upgrade Station"
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'''{{Patch name|6|20|2014}}''' | '''{{Patch name|6|20|2014}}''' | ||
* Updated the B.A.S.E. Jumper to prevent buying unusable upgrades in Mann vs. Machine.}} | * Updated the B.A.S.E. Jumper to prevent buying unusable upgrades in Mann vs. Machine.}} | ||
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== Unused content == | == Unused content == |
Revision as of 01:03, 19 August 2015
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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, players may modulate the number of levels in an upgrade by pressing the + and - buttons to redistribute their credits if they have made a mistake before accepting the upgrade. Once accepting the upgrade it cannot be revoked in normal circumstances.
During the setup of the first wave of the mission, upgrades can be sold back if the player wants to change weapons, classes, or buy a different upgrade. However, from the moment the first wave starts and onward, all upgrades will be nonrefundable until the team obtains a refund token. A Wrench icon () will appear next to a class in the Class Selection Menu if that class already has upgrades applied to it. Weapon upgrades apply to only a single weapon but take effect for all classes that can equip the weapon. Un-equipping a weapon will deactivate all upgrades associated with that weapon, but they will be regained if the player re-equips it. Disconnecting from a server and rejoining will allow the player to retain the player current amount of credits and upgrades if the player chooses 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. (Until refund tokens are available to the team.)
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 hit the "Cancel" button at any time or simply walk away from the kiosk before accepting an upgrade to regain the credits used during the session.
Class
Classes' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Classes | Cost | Level | Notes | |
+25% Blast Resistance | All classes | 300 | 3 | Take less damage from explosions, including rocket and sticky jumps. | |
+25% Bullet Resistance | 300 | 3 | Take less damage from hitscan 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 | 100 | 3 | Jump higher. | ||
+25% Fire Resistance | 150 | 3 | Take less damage from fire and afterburn. | ||
+30% Crit Resistance | 150 | 3 | Take less damage from critical hits. | ||
+5 Metal Regen | Engineer | 200 | 5 | Metal is regenerated every 5 seconds. |
Weapon
Primary
Primary weapons' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Weapons | Cost | Level | Notes | |
Destroy Projectiles | Heavy | 400 | 2 | Bullets destroy Rockets and Grenades mid-flight. Increased accuracy and frequency per level. Level decreases cooldown (0.3 / 0.1 seconds) and how many hits it takes to destroy a projectile (2 / 1). Crits take one hit to destroy a projectile regardless of level. | |
Knockback Rage | 350 | 3 | Generate Rage by dealing damage. When fully charged, press the Special-Attack key to activate knockback. Activation cuts damage by 50%. | ||
+1 Projectile Penetration | 400 | 3 | Projectiles penetrate an additional enemy player. | ||
+20% Damage | Demoman | 500 | 4 | ||
+25% Projectile Speed | Demoman | 150 | 4, 3 | ||
Rocket Specialist | Soldier | 300 | 4 | +15% rocket speed per point. On direct hits: rocket does maximum damage, stuns target, and blast radius increased +15% per point. | |
+25% Damage | Scout | Soldier | 400 | 4, 3 | |
Pyro | Sniper | ||||
+2 Clip Size | Soldier | Demoman | 400 | 4 | |
Medic | |||||
+50% Clip Size | Scout | Soldier | 400, 200 | 4 | |
Engineer | Medic | ||||
Projectile Penetration | Scout | Engineer | 400, 200 | 1 | Projectiles penetrate enemy players. |
Medic | Sniper | ||||
Explosive Headshot | Sniper | 350 | 3 | Headshots (lethal or otherwise) damage and slow enemies near target. Rank increases damage (150 / 170 / 190), explosion radius, slow strength (50% / 65% / 80% slow) and duration (2 / 3 / 4 seconds). | |
+25% Faster Charge | 200 | 4 | |||
+5s Bleed On Target | Sniper | 200 | 3 | ||
+50% Ammo Capacity | All classes
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250 | 3 | Ammo pickups grant more ammo proportionately. | |
+20% Reload Speed | Scout | Soldier | 250 | 3 | |
Demoman | Engineer | ||||
Medic | Sniper | ||||
+10% Firing Speed | Scout | Soldier | 200, 350, 100 | 4 | |
Demoman | Heavy | ||||
Engineer | Medic | ||||
+25 Health On Kill | All classes
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200, 100 | 4 | ||
+25% Burn Damage | Pyro | 250 | 4 | Afterburn damage bonus. | |
+25% Burn Time | 250 | 4 | Afterburn duration. Defunct on Flamethrower weapons but still works on applicable Flare gun weapons. | ||
+25% Airblast Force | Pyro | 100 | 4 | ||
Mad Milk Syringes | Medic | 200 | 1 | Syringes deliver a highly concentrated dose of Mad Milk. Duration increases per hit to a max at 4 seconds. |
Secondary
Secondary weapons' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Weapons | Cost | Level | Notes | |
+20% Damage | Demoman | 500 | 4 | ||
+50% Clip Size | Scout | Soldier | 200, 400 | 4 | |
Pyro | Demoman | ||||
Heavy | Engineer | ||||
Sniper | Spy | ||||
Projectile Penetration | Scout | Soldier | 200 | 1 | Projectiles penetrate enemy players. |
Pyro | Heavy | ||||
Engineer | Sniper | ||||
Spy | |||||
+25 Health On Kill | All classes
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100, 200 | 4 | ||
+50% Ammo Capacity | All classes
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125, 250 | 3, 2 | Ammo pickups grant more ammo accordingly. | |
+20% Reload Speed | Soldier | Pyro | 250 | 3 | |
Demoman | Heavy | ||||
+15% Recharge Rate | Scout | Pyro | 250 | 4 | Gas Passer only: Recharge rate is also applied to recharge rate done by damage, while also increasing the base rate that builds over time. |
Heavy | Sniper | ||||
+25% Buff Duration | Soldier | 250 | 2 | ||
+10% Firing Speed | Scout | Soldier | 100, 200 | 4, 2, 1 | |
Pyro | Demoman | ||||
Heavy | Engineer | ||||
Sniper | Spy | ||||
-35% Speed On Target | Scout | Sniper | 200 | 1 | Does not stack. |
+100% Charge Recharge Rate | Demoman | 150 | 4 | ||
-30% Push Force On Wearer | 100 | 3 | Reduced the push force from enemies attack. | ||
+25% Burn Damage | Pyro | 250 | 4 | Afterburn damage bonus. | |
+25% Burn Time | 250 | 4 | Afterburn duration. | ||
Explode on Ignite | Pyro | 400 | 1 | Explosion deals up to 350 splash damage. | |
Able to re-launch while already in-flight | Pyro | 400 | 1 | ||
Stun enemies when you land | 300 | 1 | |||
+25% ÜberCharge Rate | Medic | 300 | 4, 3, 1 | ||
Projectile Shield | 300 | 2 | Build energy by healing teammates or healing teammates attacking. When fully charged, press the Special-Attack key to deploy a frontal projectile shield. The shield damages robots who touch it. Level 2 upgrade increases the shield width. | ||
+2s Über Duration | 250 | 3 | |||
Overheal Expert | 250 | 4 | +25% more Overheal, +50% longer duration per point | ||
Healing Mastery | 250 | 4 | +25% heal rate for patient, +25% faster revive rate, and +25% self heal rate, per point | ||
Canteen Specialist | 200 | 3 | Share Canteens with your heal target, +1 duration, -10 Canteen upgrade price per point (minimum cost of 5). Must confirm upgrade for price reduction to work. |
Melee
Melee weapons' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Weapons | Cost | Level | Notes | |
+10% Attack Speed | All classes
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200 | 4 | Increasing the Engineer's melee speed allows him to build, upgrade, resupply, and repair buildings faster. | |
+25 Health On Kill | All classes
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100, 200 | 4, 3, 2 | ||
+25% Damage | Demoman | 400 | 4, 3 | Upgrade only appears if the Demoman equips a Shield. If the Demoman equips any Stickybomb Launcher, this upgrade no longer appears; however, any previously purchased levels still apply. | |
Armor Penetration | Spy | All classes3 | 400 | 4 | Allows backstabs against giant robots at X% (out of 750) damage. |
+2s Crits On Kill | Demoman | Spy | 350 | 2 | 2 seconds of 100% Critical hit chance per level; switching weapons retains critical hits. |
All classes3,4 | |||||
+15% Recharge Rate | Scout | 250 | 4, 2 | Faster baseball/bauble recharge rate. | |
+100% Max Misc Ammo | 100 | 6 | Gives the Scout one extra baseball/bauble per level. | ||
Ball Marks Target | Scout | 500 | 1 | One target at a time is marked for death on hit with either the Sandman or its baseball projectile. The time is reduced to 7 seconds if the target is a giant robot. | |
Notes | |||||
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Other
Sapper
Building weapons' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Weapons | Cost | Level | Notes | |
Robot Sapper Power | Spy | 350 | 3 | Increases robot Sapper radius and duration. The first level does not increase duration, but gives the sapper 200 Hammer units of range, while higher levels increases sapper duration by 1.5 seconds and the range by 25 Hammer units. |
Buildings
These are available only to the Engineer.
Buildings' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Buildings | Cost | Level | Notes | |
+1 Disposable Sentry Gun | Engineer | 500 | 1 | Gives the player a disposable Mini-Sentry, which is built by choosing to build a Sentry Gun when the player's primary Sentry already exists. This Mini-Sentry cannot be upgraded, repaired, resupplied, or wrangled. It is slightly smaller than the Combat Mini-Sentry from the Gunslinger and fires at the rate of normal level 1 Sentry Gun. Once it runs out of ammunition, it self-destructs. Not affected by building health upgrades. | |
+50% Max Metal Capacity | 200 | 4 | +50% metal to the Engineer, not the buildings. | ||
+100% Building Health | All Buildings | 400 | 3 | ||
+10% Sentry Firing Speed | Sentry Gun Combat Mini-Sentry Gun |
350 | 3 | 10% faster sentry fire rate. | |
2-Way Teleporters | Teleporter | 250 | 1 | Allows players to stand on a Teleporter Exit and teleport to the Entrance in addition to the normal Entrance-to-Exit functionality. Both directions use the same charge meter. If there is a player on each end, whoever got there first is teleported to the other side. | |
+100% Dispenser Range | Dispenser | 100 | 3 | Players can stand further away from the Dispenser to gain Ammo, Metal, and Health. |
Power Up Canteen
These are available to any class with a Power Up Canteen, Battery Canteens, or Kritz or Treat Canteen in their Action Slot. Canteens can have a maximum of three charges and only one charge type at a time.
Canteen's upgrades | |||||
---|---|---|---|---|---|
Upgrade | Classes | Cost | Notes | ||
Become Crit Boosted | All classes | 100 | Crits user and triples Sentry Gun fire rate for 5 seconds. | ||
Become Übercharged | 75 | ÜberCharge and puts a Wrangler shield that blocks 90% of incoming damage around your Sentry for 5 seconds. This Wrangler shield does not stack with existent Wrangler shields. | |||
Refill Clips and Ammo | 25 | Instantly refills almost all weapons' clips and ammunition. Refills metal for Engineers and Sapper for Spies. Does not refill the charge for Gas Passer, Demoman Shields, Lunchbox items for Heavy, Energy-based weapons aside from the Phlogistinator, the Razorback, or Cloak. | |||
Teleport to Spawn | 10 | Instantly teleport to spawn and grants a 5 second speed boost. | |||
Building Upgrade | Engineer | 50 | Upgrades all existing buildings to Level 3 and fully restores their health. |
Note certain weapons cannot be upgraded. These include:
- Gunboats
- Mantreads
- B.A.S.E. Jumper
- Ali Baba's Wee Booties
- Bootlegger
- Wrangler
- Razorback
- Darwin's Danger Shield
- Cozy Camper
Related achievements
Mann vs. Machievements
Maximum Performance Max out all resistances on a single class. |
System Upgrade Max out all primary weapon upgrades. |
Shell Extension During a wave, use a canteen charged with 'Ammo Reload' to refill an empty weapon slot. |
Ghost in the Machine Use a canteen charged with 'Teleport to Spawn' and then kill the bomb carrier within 5 seconds. |
Kritical Terror Use a canteen charged with 'Crit Boost' to destroy a giant robot. |
German Engineering Use a canteen charged with 'ÜberCharge' to destroy 15 robots. |
Undelete During a wave, use a canteen charged with 'Instant Building Upgrade' to build a new sentry gun within 3 seconds of your previous sentry gun's destruction. |
Heavy Mettle During a wave, use rage as a Heavy to push a robot about to deliver the bomb. |
Vial Sharing As a Medic, share your canteen 5 times in a single wave. |
Wall of Pain Block 5,000 damage with the shield as a Medic in a single life. |
Robot Flush Kill 5 enemies with a single rocket while upgraded with rocket specialist. |
Dazed And Defused Stun 50 robots while upgraded with rocket specialist. |
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.
- Fixed a client money display issue when purchasing or selling bottle charges after changing classes.
- Fixed Sniper Rifle reload upgrade not reducing the time delay from hip shot to scoping.
- Added the ability to buy projectile penetration for the Crusader's Crossbow.
- Fixed the Medi Gun overheal duration attribute causing the overheal effect to decay faster, rather than slower.
- Fixed the Demoman shields not saving their upgrades upon round reset.
- Fixed a bug where players could only buy 1 upgrade at a time from the upgrade station.
- Balance changes:
- Explosive Headshots
- Damage is now 150 regardless of upgrade level.
- Damage is done in one tick instead of the previous six.
- Added a slowing effect based on upgrade level (50%-80% slow, 2-4 second duration).
- Radius still scales with upgrade level (unchanged).
- Marked For Death duration reduced to 7 seconds from 15 seconds when the target is a giant robot.
- Reduced the "effect bar recharge rate increased" upgrade from 20% increments with an 80% cap to 15% increments with a 60% cap.
- Explosive Headshots
- In MvM, when robots are killed by Sniper headshots or explosive headshot upgrade, they will drop 'red' money that will automatically be collected when it would otherwise dissolve.
- Fixed a bug that prevented the Medi Gun's "Share Power Ups" upgrade from working correctly in Mann vs. Machine mode.
- Inspecting a player in Mann vs. Machine (default key: F) now shows the upgrades of the player who is currently being inspected.
- Players can earn a "Refund Upgrades" credit by collecting money during waves
- The amount required is listed in the scoreboard, and varies per-mission
- Any money collected – whether winning or losing – will count toward earning a credit
- To redeem, visit an Upgrades station and click the "Refund Upgrades" button
- Any money spent on buy-backs and Canteen charges will not be refunded
- Medic
- Projectile Shield Upgrade
- Build Energy by healing teammates, reviving and preventing damage via Invuln ÜberCharge.
- Press
ATTACK3
to activate when Energy meter is full (mouse3
by default) - While active:
- Blocks all enemy projectiles
- Damages enemies on touch
- Mad Milk Syringes Upgrade
- Syringe Gun needles apply Mad Milk (heal-on-hit for teammates) on contact
- Healing Mastery Upgrade (previously two separate upgrades)
- +25% heal rate per point
- +25% revive rate per point
- +25% self-regen rate per point
- Overheal Expert Upgrade (previously two separate upgrades)
- +25% more overheal per point
- +50% duration per point
- Canteen Specialist Upgrade
- Shares canteen charge effects with heal target
- +1 second charge duration per point
- -10 canteen charge price per point
- Projectile Shield Upgrade
- Soldier
- Rocket Specialist Upgrade
- +15% rocket speed per point
- On direct hits
- Stuns target (duration increases per point)
- +15% increased blast radius per point
- No range-based falloff damage
- Rocket Specialist Upgrade
- Heavy
- Attack Projectiles Upgrade
- Now has two levels
- Level one is less effective than before
- Level two is more effective than level one used to be
- Price reduced from 600 to 400 per point
- Now has two levels
- Rage Pushback upgrade activation moved to
ATTACK3
(mouse3
by default)
- Attack Projectiles Upgrade
- Lowered the cost of the Bullet and Blast Resistance upgrades from 350 to 300
- Added Demoman upgrade: -30% Push Force on wearer
- Fixed a server crash related to damaging the tank with the new Medic shield.
- Fixed the Health Regen MvM upgrade string mistakenly displaying %
- Fixed players who join in the middle of a mission not receiving the Upgrade Refund credit if it has been earned by the team.
- Fixed an exploit that allowed purchasing upgrades for weapons other than what they were intended for.
- Fixed an exploit in Mann vs. Machine related to purchasing upgrades.
- Fixed an exploit that allowed players to purchase/sell the Canteen Specialist upgrade to get more money than they originally spent.
- Fixed a bug that caused players to not receive an Upgrade Refund Credit when they should have.
- Fixed the UI not updating properly if an Upgrade Refund Credit is earned after the wave has ended.
- Fixed the MvM upgrade menu closing when a Strange item has its counter increment.
- Fixed a Mann vs. Machine bug related to upgrades after a retry/reconnect.
- Fixed an exploit in Mann vs. Machine mode related to purchasing upgrades for free.
- Fixed the Engineer being able to purchase the Disposable Sentry Gun upgrade in Mann vs. Machine, build a disposable Sentry Gun, and then refund the upgrade without the Sentry being destroyed.
- Updated the B.A.S.E. Jumper to prevent buying unusable upgrades in Mann vs. Machine.
Unused content
- There are many additional sound files for Projectile Shield upgrade, they're referred into the game files as "
prefix_burn_suffix
", those probably would be used when multiple projectiles have been protected by the Projectile Shield. There is also another unused sound that would be used if the user retracted the shield after switching weapons. - Inside the game files, there are 3 upgrades to be found that are not currently in the game; They include a 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 would possibly be played while the player used an Upgrade Station.
Bugs
- 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.
- 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.
- The upgrade screen will suddenly disappear for the Engineers if their teleporter is taken during this time. Any upgrade the Engineer was purchasing will be lost, but the money will not be returned.
- Any chat notifications will immediately exit the upgrade station menu.
- The Heavy primaries and Sentry Gun's firing speed upgrades are glitched:
- Miniguns' second firing speed upgrade has no effect; thus, buying all four upgrades effectively increases firing rate by 30% instead of 40%.
- Sentry Guns don't benefit at all from the last upgrade and unwrangled Sentry Guns are not improved by the second upgrade.
Trivia
- There are several items visible inside the Upgrade Station, the most notable being the Bear Trap and the Frag Grenade, both canceled grenade weapons.
- The texture for the Upgrade Station contains a hidden note in the top left corner, which cannot be seen in-game, which says:
"WEAPONS OF THE DAY: GRENADES FREE AMMO REFILL WITH PURCHASE
HAVE A NICE DAY. DON'T DIE, OR, WELL, DO DIE... WHATEVER. JUST DON'T GET BLOOD ON MY FLOOR."
Gallery
See also
External links
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