Difference between revisions of "Robots"
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==Gameplay== | ==Gameplay== | ||
− | Regular robots function nearly identically to the [[Classes|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 [[Sapper|sapped]], temporarily disabling them often in groups, or in the case of giant robots, slowing them. As noted by [[Non-player characters#Miss Pauling|Miss Pauling]], they run on money, and they drop it when destroyed, allowing players to use that money to [[Upgrade Station|upgrade]] their weapons or buy a Power | + | Regular robots function nearly identically to the [[Classes|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 [[Sapper|sapped]], temporarily disabling them often in groups, or in the case of giant robots, slowing them. As noted by [[Non-player characters#Miss Pauling|Miss Pauling]], they run on money, and they drop it when destroyed, allowing players to use that money to [[Upgrade Station|upgrade]] their weapons or buy a [[Power Up Canteen]]. 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. Robots will occasionally [[taunt]] after killing a player, and the bomb carrier will always taunt to receive its buff. |
− | 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 Spies, Snipers, [[Sentry Buster]] and the [[Tank]](although it carries a seperate bomb). 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. | + | 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 Spies, Snipers, [[Sentry Buster]] and the [[Tank]] (although it carries a seperate bomb). 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. Upon receiving a buff, the robot carrying the bomb will taunt. You and your team can and should use this as a window of opportunity to kill the bomb carrier, especially if the robot is getting the third upgrade. | 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. Upon receiving a buff, the robot carrying the bomb will taunt. You and your team can and should use this as a window of opportunity to kill the bomb carrier, especially if the robot is getting the third upgrade. |
Revision as of 05:04, 20 August 2012
“ | I am ready to fight robots.
Click to listen
— The Heavy
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” |
Robots are the enemies fought in Mann vs. Machine, during missions. They were created by Gray Mann in order to destroy all things Mann Co..
Contents
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 or buy a Power Up Canteen. 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. Robots will occasionally taunt after killing a player, and the bomb carrier will always taunt to receive its buff.
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 Spies, Snipers, Sentry Buster and the Tank (although it carries a seperate bomb). 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. Upon receiving a buff, the robot carrying the bomb will taunt. You and your team can and should use this as a window of opportunity to kill the bomb carrier, especially if the robot is getting the third upgrade.
Stages | Upgrades |
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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
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Scattergun Bonk! Atomic Punch Bat |
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125 |
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Rocket Launcher |
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200 |
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Flame Thrower |
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175 |
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Grenade Launcher |
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175 |
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Minigun |
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300 |
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Sniper Rifle Kukri |
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125 |
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Revolver Sapper Knife Disguise Kit Invisibility Watch Dead Ringer |
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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 and have a customized name. 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 |
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Sandman Batter's Helmet |
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125 |
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Buff Banner |
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200 |
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Eyelander Chargin' Targe |
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175 |
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Fists of Steel |
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900 |
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Killing Gloves of Boxing Pugilist's Protector |
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300 | |
Gloves of Running Urgently |
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Holiday Punch |
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Quick-Fix Syringe Gun |
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150 |
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Medi Gun Syringe Gun |
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150 | |
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Huntsman |
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125 |
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Sydney Sleeper |
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Razorback |
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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 |
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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 |
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Sandman Batter's Helmet |
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1600 |
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Holy Mackerel Bonk Boy |
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1600 | |
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Rocket Launcher |
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3300 |
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Original |
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3800 | |
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Flamethrower |
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3000 |
Flare Gun Old Guadalajara |
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3000 | ||
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Grenade Launcher |
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3300 |
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Deflector |
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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 |
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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 |
Related achievements
Mann vs. Machievements
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Gallery
A diagram of a robotic Scout, seen in the Engineer Update.
External links
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