Difference between revisions of "Credits"
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Players who are in a [[respawn]] wave may also buy back into the game early (default key {{Key|H}}) for 5 credits per second remaining (e.g. the cost is 25 credits to skip 5 seconds of respawn delay). Your team will be notified via [[Media:Mvm bought in.wav|a sound cue]] as well as a message in the chat box indicating how many credits were spent. [[Scout]]s, however, respawn instantly. | Players who are in a [[respawn]] wave may also buy back into the game early (default key {{Key|H}}) for 5 credits per second remaining (e.g. the cost is 25 credits to skip 5 seconds of respawn delay). Your team will be notified via [[Media:Mvm bought in.wav|a sound cue]] as well as a message in the chat box indicating how many credits were spent. [[Scout]]s, however, respawn instantly. | ||
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+ | If a Player joins a game already in progress, they will receive all the credits that have been collected in previous rounds along with the starting credits. | ||
== Collection == | == Collection == |
Revision as of 11:58, 1 September 2012
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Pickup Type: | Credits |
“ | For reasons I can't comprehend or explain, the robots run on piles of money. Destroy them and whatever falls out is yours.
— Miss Pauling
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Credits are piles of cash which drop when robots are destroyed in Mann vs. Machine mode. Regular robots will drop small piles of cash while giant robots and tanks drop larger piles of cash. The amount of credits dropped per sub-wave is fixed, usually a multiple of 50 or 100, and is distributed equally amongst all bots in that sub-wave. Support-only classes (Snipers, Spies, and Sentry Busters) do not drop credits; other support classes drop credits up to a maximum amount at which point killing more of them will not drop any more.
Credits can be used at Upgrade Stations to purchase weapon upgrades, abilities, and Power Up Canteen buffs. To date, all missions start players off with 400 credits, with the exception of Mech Mutilation, where players will start with 1000 credits.
Players who are in a respawn wave may also buy back into the game early (default key H) for 5 credits per second remaining (e.g. the cost is 25 credits to skip 5 seconds of respawn delay). Your team will be notified via a sound cue as well as a message in the chat box indicating how many credits were spent. Scouts, however, respawn instantly.
If a Player joins a game already in progress, they will receive all the credits that have been collected in previous rounds along with the starting credits.
Collection
Any class can run over a pile to collect it, often triggering voice lines encouraging other players to join in. Scouts have an innate ability to collect cash that is farther away and will also gain 50 health for doing so. All credits collected are shared equally amongst all players.
Credits have an expiration time and will start flashing to alert players when they are about to expire. When expired, the credits will disappear into a puff of flame. The number of credits collected in a wave is graded by the Administrator as a credit rating ranging from A+ to F. Collecting all credits dropped during a wave will result in a bonus of 100 credits to each player.
Related achievements
Mann vs. Machievements
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Gallery
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