Difference between revisions of "Robots"

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(Gameplay: Noted that Snipers and Spies are only assigned support roles.)
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* Cannot carry bombs like ordinary robots.
 
* Cannot carry bombs like ordinary robots.
 
* Cannot be backstabbed or headshotted.
 
* Cannot be backstabbed or headshotted.
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* Will always explode: either upon reaching the Sentry or the Engineer hauling it or upon running out of health.
 
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Revision as of 12:04, 19 August 2012

I am ready to fight robots.
The Heavy
Gray Mann's mechanical army. Pictured here from left to right are robot Soldiers, Pyros, Medics, Heavies, Snipers, and Scouts.

Robots are the enemies fought in Mann vs. Machine. They were created by Gray Mann in order to destroy all things Mann Co..

Gameplay

Regular robots function nearly identically to the players, being operated by bots, whilst special robots exist that use non-Stock weapons, and other forms of robots exist with abilities and directives that no class normally possesses. Unlike players, robots can notably be sapped, temporarily disabling them often in groups, or in the case of giant robots, slowing them. As noted by Miss Pauling, they run on money, and they drop it when destroyed, allowing players to use that money to upgrade their weapons. Robots follow a set path to the bomb hole, marked by glowing blue arrows before each wave, though they may stray off that path if the bomb carrier is pushed away or to pursue a player.

One robot per wave will enter the field armed with a bomb. The primary directive of the robots is to transport this bomb to the hatch at the end of the map, and the Defenders must stop them. After the bomb is dropped, another robot can pick it up. Any robot can carry the bomb, excluding the Sentry Buster and the Tank. Carrying a bomb will slow a robot to about half speed. After all robots in a wave are killed, the wave is completed, while if the bomb is transported to the hatch, the wave is lost.

Robots receive certain buffs after a period of time carrying the bomb, with new buffs stacking with the previous ones. A graphic on the HUD indicates which stage the bomb carrier is on and how long until it receives the next buff.

Stages Upgrades
First stage Defensive buff, shared with all nearby robots
Second stage Health regeneration
Final stage Full crits all the time

Robots are all designed off of each of the mercenaries employed under Blutarch and Redmond Mann, excluding the Engineer, and share their basic abilities. Regular robots are equipped with the stock loadout of the classes. Über Medics are not noted as regular robots, despite the fact that they use their Stock weapons.

Machine Equipped with Abilities/Notes Health


Leaderboard class scout.png Scout Scattergun
Bat
  • Runs faster than other robots (133% speed).
  • Attacks in groups.
  • Can use Bat or Scattergun, but only one. Cannot switch weapons.
125
Leaderboard class soldier.png Soldier Rocket Launcher
  • Can fire rockets.
  • Runs slower than the majority of robots (80% speed).
  • Attacks in groups.
200
Leaderboard class pyro.png Pyro Flame Thrower
  • Uses Flame Thrower to attack up close.
  • Can deal afterburn damage with flames that have made contact with players.
  • Can airblast rockets back at players, including Sentry Gun rockets.
175
Leaderboard class demoman.png Demoman Grenade Launcher
  • Uses Grenade Launcher to kill multiple enemies from a distance.
  • Runs slightly slower than other robots (93% speed).
175
Leaderboard class heavy.png Heavy Minigun
  • Uses Minigun to deal large amount of damage to nearby players.
  • Runs slower than all robots (77% speed).
300
Leaderboard class sniper.png Sniper Sniper Rifle
Kukri
  • Uses Sniper Rifle to deal damage, sometimes headshots, which deal a large amount of damage and possibly an instant kill, to players.
  • Uses Kukri to deal damage to nearby players.
  • Sniper Rifle emits a laser to give away the Sniper's position.
  • Support role only. A notification is always shown when a Sniper enters the map.
125
Leaderboard class spy.png Spy Revolver
Sapper
Knife
Disguise Kit
Invisibility Watch
Dead Ringer
  • Spawns from the players' side of the map.
  • Disguises as players to fool them.
  • Backstabs players from behind, usually while disguised.
  • Cloaks with the Invisibility Watch to avoid detection.
  • Saps Engineer buildings with the Sapper.
  • May use a Dead Ringer to feign death.
  • Uses the Revolver to shoot at players when discovered.
  • Support role only. A notification is always shown when a Spy enters the map, and its entrance is announced by the Administrator. Killing one results in being notified of how many Spies are left.
125

Special Robots

A number of Special Robots also exist, which each possess unique abilities belonging to unlockable weapons rather than the Stock weapons that most robots use. Each special robot also has the advantages and disadvantages of the original classes it is based off of, unless noted.

Machine Based on Equipped with Abilities/Notes Health
Leaderboard class scout stun.png Minor League Scout Leaderboard class scout.png Scout Sandman
Batter's Helmet
125
Leaderboard class soldier.png Buff Soldier Leaderboard class soldier.png Soldier Buff Banner
  • Will start with full rage and buff immediately.
200
Leaderboard class demoknight.png Demoknight Leaderboard class demoman.png Demoman Eyelander
Chargin' Targe
  • Can cover large distances very quickly by charging.
  • Has longer melee range.
  • Upon killing, receives 3 seconds of guaranteed critical hits.
175
Leaderboard class heavy steelfist.png Steel Gauntlet Leaderboard class heavy.png Heavy Fists of Steel
  • Resistant to ranged damage.
  • Weak to melee damage.
  • Attacks only with melee.
900
Leaderboard class heavy champ.png Heavyweight Champ
Leaderboard class heavy urgent.png
Killing Gloves of Boxing
Pugilist's Protector
  • Upon killing, receives 5 seconds of guaranteed critical hits.
  • Attacks in groups.
  • Attacks only with melee.
300
Gloves of Running Urgently
  • Runs faster than other Heavy robots, at 99.67% speed.
  • All damage taken is in the form of mini-crits.
  • Attacks alongside Heavyweight Champs, in smaller quantities.
  • Attacks only with melee.
Leaderboard class heavy mittens.png Heavy Mittens Holiday Punch
  • Attacks alongside Heavyweight Champs, in smaller quantities.
  • Permanently critboosted forcing players to laugh helplessly.
  • Attacks only with melee.
Leaderboard class medic.png Quick-Fix Medic Leaderboard class medic.png Medic Quick-Fix
  • Heals other robots.
  • Heals quicker than with the normal Medi Gun.
  • Has no method of attack on its own.
  • Cannot use ÜberCharge.
150
Leaderboard class medic uber.png Über Medic Medi Gun
  • Can heal other robots, building up ÜberCharge as it heals.
  • Has no method of attack on its own.
  • Can ÜberCharge, or make a robot and itself invincible for a limited period of time, when the ÜberCharge meter is filled.
150
Leaderboard class sniper bow.png Bowman Leaderboard class sniper.png Sniper Huntsman
  • Can fire arrows that quickly charge to do more damage and deal large amounts of damage in headshots.
  • Inaccurate from a distance.
125
Leaderboard class sniper sydneysleeper.png Sydney Sniper Sydney Sleeper
  • Shoots Jarate-coated darts, which covers the player in Jarate, making all damage taken from enemies to be a mini-crit.
  • Cannot headshot.
125

Sentry Buster

The Sentry Buster is the only robot not to resemble a class, as it is literally a bomb on legs. It is never predetermined to spawn during a wave, and only spawns if Engineer is doing significant damage with his Sentry Gun to the robot horde. Its arrival is announced by a theme, a HUD notification, and by the Administrator. If the team has multiple Engineers with Sentry Guns, a Sentry Buster can spawn for each problematic Sentry Gun.

Machine Based on Notes Health
Leaderboard class sentry buster.png Sentry Buster Leaderboard class demoman.png Demoman
  • Detects Sentry Guns that are dealing significant damage to the horde and runs at the offending Sentry Gun, exploding two seconds after deploying.
  • Cannot carry bombs like ordinary robots.
  • Cannot be backstabbed or headshotted.
  • Will always explode: either upon reaching the Sentry or the Engineer hauling it or upon running out of health.
2500

Giant Robots

Giant Robots are notably larger than other robots. They can only be slowed by a Sapper rather than destroyed by it, and they cannot be killed at full health by a backstab unless the knife is fully upgraded. They sport significantly more health than other robots, but move at half-speed. Their presence in a wave is noted by a red background behind their class symbol in the pre-wave overhead. Giant Robots that carry the bomb do not receive buffs for it.

Giant Robot versions exist of the Scout, Soldier, Pyro, Demoman, and Heavy. Multiple Giant Robots can occur in a single wave, either of the same class or not.

Machine Based on Equipped with Abilities Health
Leaderboard class scout stun.png Major League Scout Leaderboard class scout.png Scout Sandman
Batter's Helmet
  • Can use the Sandman's stun ability.
  • Moves faster than most giant robots (67% speed), but still at reduced speed.
1600
Leaderboard class scout giant fast.png Super Scout Bat
  • Moves very fast in comparison to other Giant Robots.
1600
Leaderboard class soldier spammer.png Rapid-Fire Soldier Leaderboard class soldier.png Soldier Rocket Launcher
  • Can fire rockets at a faster rate than regular Soldiers.
3300
Leaderboard class soldier crit.png Giant Charged Soldier Original
  • Rockets fired are always critical hits.
  • Rockets travel 50% slower.
3800
Leaderboard class pyro.png Giant Pyro Leaderboard class pyro.png Pyro Flamethrower
  • Can, and will whenever possible, airblast incoming projectiles.
3000
Flare Gun
Old Guadalajara
  • Shoots deadly accurate shots with the Flare Gun.
3000
Leaderboard class demoman.png Rapid Fire Demoman Leaderboard class demoman.png Demoman Grenade Launcher
  • Fires grenades at a significantly faster rate than a regular Grenade Launcher.
3300
Leaderboard class heavy deflector.png Deflector Heavy Leaderboard class heavy.png Heavy Deflector
  • Can shoot down projectiles such as rockets and grenades.
5000

Tank

Noted as "???" in the official Mann vs. Machine update page, the tank is a rare enemy that usually appears for one or two waves per mission, rarely more than once in one wave. It has a large amount of health, but no attack method, and cannot harm players. It does, however, carry a bomb.

Machine Notes Health
Leaderboard class tank.png Tank
  • Has an extremely large amount of health, more than any other robot.
  • Health is displayed as a life bar at the top of the screen.
  • Arrival and elimination are announced by the Administrator.
  • Cannot deal damage to players through any means, though players can be crushed against walls by turning tanks.
  • Instantly destroys buildings that it touches that are in its path.
  • Carries a separate bomb that it will automatically deploy if it reaches the hatch, regardless of whether a robot has the main bomb or not.
  • Cannot be backstabbed or headshotted.
  • Immune to most status effects, though it's affected by critical hits and mini-crits.
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

Gallery