Difference between revisions of "Tank Robot"

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m (Auto: EnforceCapitalization(Jarate), EnforceCapitalization(Mad Milk), EnforceCapitalization(Snipers), EnforceCapitalization(Payload), EnforceCapitalization(Sappers), WordFilter(Sentry Guns/Sentries(?!\s+Gun) → Sentry Guns) (Review RC#1126958))
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'''Tank Robots''' are large bomb-carrying machines that arrive with the robots in [[Mann vs. Machine (game mode)|Mann vs. Machine]]. They carry no offensive weapons and thus have no direct way of harming the player, but they can take a lot of damage before they are destroyed, far more so than any other robot.
 
'''Tank Robots''' are large bomb-carrying machines that arrive with the robots in [[Mann vs. Machine (game mode)|Mann vs. Machine]]. They carry no offensive weapons and thus have no direct way of harming the player, but they can take a lot of damage before they are destroyed, far more so than any other robot.
  
After entering the map, tanks slowly travel along a set path to the bomb patch before deploying their payload and ending the round for the defenders. 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.
+
After entering the map, tanks slowly travel along a set path to the bomb patch before deploying their Payload and ending the round for the defenders. 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 are immune to slows, knockbacks, ignition, jarate, mad milk, sappers, headshots, backstabs, and most other status effects, but they are affected by critical hits and mini-crits. They cannot directly cause damage to players, but while turning tanks may crush players against walls and props, causing them to die instantly. In addition, they also destroy buildings in their path.
+
Tanks cannot be stopped by any means other than their destruction, and are immune to slows, knockbacks, ignition, Jarate, Mad Milk, Sappers, headshots, backstabs, and most other status effects, but they are affected by critical hits and mini-crits. They cannot directly cause damage to players, but while turning tanks may crush players against walls and props, causing them to die instantly. In addition, they also destroy buildings in their path.
  
 
== Elimination ==
 
== 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. Kritz medics and canteens are extremely effective when paired with sustained high-damage classes like Heavies, Pyros, and Soldiers wielding the Beggar's Bazooka, or when used with Demomen using the Sticky Launcher. Wrangled Sentries also deal massive damage to tanks, but may have to be relocated once the tank passes out of its' range. Shooting the wheels on the side of the tank will deal slightly more damage than shooting it from the front, but may be more unsafe if there are other robots in the wave.
+
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. Kritz medics and canteens are extremely effective when paired with sustained high-damage classes like Heavies, Pyros, and Soldiers wielding the Beggar's Bazooka, or when used with Demomen using the Sticky Launcher. Wrangled Sentry Guns also deal massive damage to tanks, but may have to be relocated once the tank passes out of its' range. Shooting the wheels on the side of the tank will deal slightly more damage than shooting it from the front, but may be more unsafe if there are other robots in the wave.
  
 
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 travelled more than halfway.
 
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 travelled more than halfway.

Revision as of 03:01, 19 August 2012

Tank Robot
Tank Robot
Basic Information
Health: 28000 Coal Town: Wave 3
30000 Coal Town: Wave 5
20000 Decoy: Wave 3
20000 Decoy: Wave 8
20000 Mannworks: Wave 2
22500 Mannworks: Wave 7
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.
— The note in Day 1 of the Mann vs. Machine update

Tank Robots are large bomb-carrying machines that arrive with the robots in Mann vs. Machine. They carry no offensive weapons and thus have no direct way of harming the player, but they can take a lot of damage before they are destroyed, far more so than any other robot.

After entering the map, tanks slowly travel along a set path to the bomb patch before deploying their Payload and ending the round for the defenders. 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 are immune to slows, knockbacks, ignition, Jarate, Mad Milk, Sappers, headshots, backstabs, and most other status effects, but they are affected by critical hits and mini-crits. They cannot directly cause damage to players, but while turning tanks may crush players against walls and props, causing them to die instantly. In addition, they also destroy buildings in their path.

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. Kritz medics and canteens are extremely effective when paired with sustained high-damage classes like Heavies, Pyros, and Soldiers wielding the Beggar's Bazooka, or when used with Demomen using the Sticky Launcher. Wrangled Sentry Guns also deal massive damage to tanks, but may have to be relocated once the tank passes out of its' range. Shooting the wheels on the side of the tank will deal slightly more damage than shooting it from the front, but may be more unsafe if there are other robots in the wave.

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 travelled more than halfway.