Difference between revisions of "Tank Robot"

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After entering the map, tanks slowly travel along a set path to the bomb hatch before deploying their bomb and ending the round. 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 hatch before deploying their bomb and ending the round. 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 they are immune to slowdowns, [[knockback]], [[Fire|ignition]], [[Jarate]], [[Mad Milk]], [[Sappers]], [[headshot]]s, [[backstab]]s, and most other status effects, but they are affected by [[critical hit]]s and mini-crits. On-hit effects are ignored when attacking a tank: shooting it with the [[Widowmaker]], for example, won't give the [[Engineer]]'s [[Metal]] back. Tanks cannot directly cause damage to players, even those standing directly in front of them, but turning tanks may crush players against walls and props, killing the players instantly. They also destroy [[Engineer]] [[buildings]] in their path.
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Tanks cannot be stopped by any means other than their destruction, and they are immune to slowdowns, [[knockback]], [[Fire|ignition]], [[Jarate]], [[Mad Milk]], [[Sappers]], [[headshot]]s, [[backstab]]s, and most other status effects, but they are affected by [[critical hit]]s and mini-crits. On-hit effects are ignored when attacking a tank: shooting it with the [[Widowmaker]], for example, won't give the [[Engineer]]'s [[Metal]] back. Tanks cannot directly cause damage to players, even those standing directly in front of them, but turning tanks may crush players against walls and props, killing the players instantly. They also destroy [[Engineer]] [[buildings]] in their path. It should also be noted that the tank has approximately 75% damage resistance against the minigun, substantially reducing the [[heavy]]'s damage output against the vehicle.
  
 
Tanks have a health meter below the "robots remaining" display on the [[HUD]], and as they are more damaged, they will acquire bullet holes and cracks and lose parts, like the covering on their treads. The final tank of a mission has distinctive white stripes; this does not correlate to any of its properties.
 
Tanks have a health meter below the "robots remaining" display on the [[HUD]], and as they are more damaged, they will acquire bullet holes and cracks and lose parts, like the covering on their treads. The final tank of a mission has distinctive white stripes; this does not correlate to any of its properties.

Revision as of 05:20, 24 October 2012

Tank Robot
Tank Robot
Basic Information
Health: Varies

Lowest: 18000
Machine Massacre: Waves 4 and 7A
Mech Mutilation: Wave 1C

Highest: 35000
Ctrl+Alt+Destruction: Wave 7D
CPU Slaughter: Wave 4

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.
— Day 1 of the Mann vs. Machine update

Tank Robots are large bomb-carrying machines that arrive with the robots in Mann vs. Machine modes. They carry no offensive weapons and thus have no direct way of harming the player. They can take an extreme amount of damage before they are destroyed, far more so than any other robot. The Administrator announces the entrance, progress, and destruction of each tank.

After entering the map, tanks slowly travel along a set path to the bomb hatch before deploying their bomb and ending the round. 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 they are immune to slowdowns, knockback, ignition, Jarate, Mad Milk, Sappers, headshots, backstabs, and most other status effects, but they are affected by critical hits and mini-crits. On-hit effects are ignored when attacking a tank: shooting it with the Widowmaker, for example, won't give the Engineer's Metal back. Tanks cannot directly cause damage to players, even those standing directly in front of them, but turning tanks may crush players against walls and props, killing the players instantly. They also destroy Engineer buildings in their path. It should also be noted that the tank has approximately 75% damage resistance against the minigun, substantially reducing the heavy's damage output against the vehicle.

Tanks have a health meter below the "robots remaining" display on the HUD, and as they are more damaged, they will acquire bullet holes and cracks and lose parts, like the covering on their treads. The final tank of a mission has distinctive white stripes; this does not correlate to any of its properties.

Health

Health
18000 Machine Massacre (waves 4 and 7A)
Mech Mutilation (wave 1C)
20000 Doe's Drill (waves 3 and 8)
Ctrl+Alt+Destruction (wave 7B)
CPU Slaughter (waevs 6C and 6E)
Manouvers (wave 2)
Machine Massacre (wave 7D)
Mech Mutilation (wave 3D)
Doe's Doom (waves 7)
22500 Manouvers (wave 7)
24000 Doe's Doom (waves 2A)
25000 Disk Deletion (waves 6, 8A-1, and 8A-2)
Data Demolition (waves 3D and 4A)
Ctrl+Alt+Destruction (wave 5)
Day of Wreckening (waves 2 and 6B)
28000 Crash Course (wave 3)
30000 Data Demolition (waves 6B and 6D)
Crash Course (wave 5)
Ctrl+Alt+Destruction (wave 2A)
CPU Slaughter (wave 6A)
32000 Data Demolition (wave 6A)
33000 Crash Course (wave 6B)
35000 Ctrl+Alt+Destruction (wave 7D)
CPU Slaughter (wave 4)

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. Kritzkrieg Medics and Canteens are extremely effective when paired with sustained high-damage classes like Heavies, Pyros, and Soldiers, or when used with Demomen using his Grenade Launchers and Stickybomb Launchers. Wrangled Sentry Guns also deal massive damage to tanks, but may have to be relocated once the tank passes out of their range or if they're in the tank's path. As well, the hitbox of the tank is very large, making weapons with "bullet spread", such as the Frontier Justice, effective even at medium-long range.

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 traveled more than halfway. After arriving to the bomb hole, the tank will take a while to deploy its bomb, so the team still has time to destroy it.

Related achievements

Mvm navicon.png Mann vs. Machievements

Balls-E
Balls-E
Destroy the tank during the final seconds of the bomb being deployed.


Clockwork Carnage
Clockwork Carnage
Destroy two tanks within 5 seconds of each other.
Clockwork Conqueror
Clockwork Conqueror
Destroy a tank within 20 seconds of its arrival.

Update history

August 15, 2012 Patch (Mann vs. Machine)

  • The Tank was added to the game.

August 17, 2012 Patch

  • Fixed a crash related to server plug-ins spawning a Tank before the game is ready.

September 4, 2012 Patch

  • Fixed the looping tank sound not playing if it was spawned far from the player
  • Fixed tank destruction effects playing at the map origin

Gallery

External links