Difference between revisions of "Robots"
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Revision as of 03:26, 5 September 2013
This article is about Gray Mann's mechanical army. For the music track, see ROBOTS!, for other uses, see Robot.
“ | The robots are at our doorstep, men, and trust me – they are not going to be asking for a cup of sugar. No! These monsters are going to break down our doors, take our sugar, and sprinkle it on our graves!
— The Soldier
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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 everything created by 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. Robots have an infinite supply of ammo, do not drop their weapons as pickups on death, and cannot collect health and ammo pickups. Robots however also never randomly Crit, although some have a means of gaining the Critboost effect.
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 (although the Tank carries a separate bomb). Spies and Snipers won't actively try to pick up the bomb, but will if forced on to it via knockback. Carrying a bomb will slow a robot to about half speed, except Giant Robots. After all robots in a wave are killed, the wave is completed, while if the bomb is transported to the hatch and detonated, the wave is lost.
Robots have rudimentary behaviour. Their main objective is to either pick up the bomb and follow the preset path to the bomb hatch, or escort whichever robot is already doing so. On the whole, they do not take alternate routes to the bomb unless the sub-wave is programmed to flank, or the bomb has been dropped in a location off the main path. Robots generally do not care about destroying Dispensers and Teleporters if they are not in the way. They are also completely oblivious to cloaked and disguised Spies: they ignore flickering cloaks, collisions with "teammates", uncloaking noises, and possible Dead Ringers. They can detect if a nearby teammate has been backstabbed, but not with regularity. They do however always notice when a Spy is on fire.
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 with an accompanying sound cue, and surrounding robots will halt to wait for the carrier. The defending 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. These buffs will not occur if the bomb carrier is a Giant, though the HUD graphic shows a full meter.
Stages | Upgrades | Time Interval <br\>(Seconds) |
---|---|---|
First stage | Defensive buff, shared with all nearby robots | 5 |
Second stage | 45 health regenerated per second | 15 |
Final stage | Full crits all the time | 15 |
In each map there are areas, inaccessible to players, where the robots spawn and make their way into the playable area. While in this area the robots are invulnerable (Showing an Übercharge-like effect if attacked), immune to knockback, are unable to attack (Although they may use their support items such as the Buff Banner) and the bomb carrier's meter will not charge.
Types
The standard robot set is designed off of each of the mercenaries employed under Blutarch and Redmond Mann 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.
Regular Robots
Machine Class | Equipped with | Abilities/Notes | Health |
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Scout | Scattergun Bat |
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125 |
Soldier | Rocket Launcher |
|
200 |
Pyro | Flame Thrower |
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175 |
Demoman | Grenade Launcher |
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175 |
Heavy | Minigun |
|
300 |
Engineer | Shotgun Wrench |
|
500 or 275 |
Sniper | Sniper Rifle Kukri |
|
125 |
Spy | Revolver Sapper Knife Disguise Kit Invisibility Watch |
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125 |
Variants
A number of variants based on the standard robots exist; their defining characteristics are based on other unlockable weapons rather than the signature Stock weapons. They are represented by a unique name and icon. Each special robot has the advantages and disadvantages of the original class it is based on, unless noted.
Machine Class | Name | Special Weapon | Abilities/Notes | Health |
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Scout | Minor League Scout | Sandman Batter's Helmet |
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125 |
Bonk Scout | Bonk! Atomic Punch Bonk Helm |
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Soldier | Buff Soldier | Buff Banner |
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200 |
Extended Buff Soldier |
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Extended Backup Soldier | Battalion's Backup | |||
Extended Conch Soldier | Concheror | |||
Pyro | Flare Pyro | Flare Gun, Detonator |
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175 |
Pyro Pusher | Scorch Shot |
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Demoman | Demoknight | Eyelander Chargin' Targe |
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175 |
Heavy | Steel Gauntlet | Fists of Steel |
|
900 |
Heavyweight Champ (Type 1) | Killing Gloves of Boxing Pugilist's Protector |
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300 | |
Heavyweight Champ (Type 2) | Gloves of Running Urgently |
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Heavy Mittens | Holiday Punch |
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60 | |
Medic | Quick-Fix Medic | Quick-Fix Syringe Gun |
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150 |
Über Medic | Medi Gun Syringe Gun |
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150 | |
Sniper | Bowman | Huntsman |
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125 |
Sydney Sniper | Sydney Sleeper |
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Razorback Sniper | Razorback |
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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 or even damaged by a backstab unless the knife is upgraded. They sport significantly more health than other robots, but move at half speed. Unlike regular robots, they are not slowed at all while carrying the bomb. 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. All Giant Robots also have resistance to knock back.
Giant Robot versions exist of the Scout, Soldier, Pyro, Demoman, Medic, and Heavy. Multiple Giant Robots can occur in a single wave, either of the same class or not.
Machine Class | Name | Equipped with | Abilities | Health |
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Scout | Major League Scout | Sandman Batter's Helmet Essential Accessories |
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1600 |
Super Scout | Holy Mackerel Bonk Boy |
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1200 | |
Soldier | Giant Soldier | Rocket Launcher |
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3300 |
Giant Rapid Fire Soldier |
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Giant Charged Soldier | Original |
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3800 | |
Giant Burst Fire Soldier | Rocket Launcher |
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4200 | |
Sergeant Crits |
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60000 | ||
Pyro | Giant Pyro | Flamethrower |
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3000 |
Giant Flare Pyro | Detonator Old Guadalajara |
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Demoman | Giant Rapid Fire Demoman | Grenade Launcher |
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3000 or 3300 |
Giant Demoknight | Ali Baba's Wee Booties Chargin' Targe Eyelander |
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3300 | |
Major Bomber | Grenade Launcher Prince Tavish's Crown |
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40000 | |
Heavy | Giant Heavy | Minigun |
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5000 |
Giant Deflector Heavy | Deflector U-clank-a |
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Giant Heater Heavy | Huo-Long Heater |
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Captain Punch | Fists of Steel War Head |
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60000 | |
Medic | Giant Medic | Quick-Fix |
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4500 |
Sentry Buster
The Sentry Buster is literally a bomb on legs. It is never predetermined to spawn during a wave, and only spawns if an Engineer is doing significant damage with his Sentry Gun to the robot horde. Its arrival is announced by a ticking theme, a HUD notification, and an announcement from 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 |
---|---|---|---|
Sentry Buster | Demoman |
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2500 |
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, yet can kill players via crushing between walls or props while turning. It does, however, carry a bomb, and it cannot be stopped by any means other than its destruction.
Machine | Notes | Health |
---|---|---|
Tank |
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Anywhere between 10000 and 60000, based on the length of the path the tank must travel and its intended difficulty |
Related achievements
Mann vs. Machievements
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Gallery
The full Mann vs. Machine Day 1: Machines update page.
Giant Robots, seen on the Mann vs. Machine Day 1: Machines page.
A diagram of a robotic Scout, seen in the Engineer Update.
Unused content
- RED versions of all of the robots (besides the Tank and Sentry Buster) can be found in the game files.
- Below is the list of all robots that appear in the game's files, but are unused.
Scout Robot
Scout
Icon | Name | Melee | Attributes |
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Scout | Holy Mackerel |
— |
Wrap Assassin
Icon | Name | Melee | Attributes |
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Wrap Assassin | Wrap Assassin |
— |
Giant Scout
Icon | Name | Primary | Attributes |
---|---|---|---|
Giant Scout | Scattergun |
1,600 HP +30% knockback resistance |
Major League
Icon | Name | Melee | Hat | Misc 1 | Misc 2 | Attributes |
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Major League | Sandman |
Cockfighter |
Summer Shades |
Boston Boom-Bringer |
10,000 HP +800% move speed |
Pyro Robot
Giant Airblast Pyro
Icon | Name | Primary | Hat | Attributes |
---|---|---|---|---|
Giant Airblast Pyro | Degreaser |
Dead Cone |
3,000 HP +400% airblast force +40% knockback resistance -99.5% damage penalty -50% move speed |
Chief Pyro
Icon | Name | Primary | Attributes |
---|---|---|---|
Chief Pyro | Flame Thrower |
55,000 HP +100% airblast force +40% knockback resistance Regenerates 500 HP per second -50% move speed |
Demoman Robot
Chief Tavish
Icon | Name | Primary | Secondary | Melee | Hat | Attributes |
---|---|---|---|---|---|---|
Chief Tavish | Ali Baba's Wee Booties |
Chargin' Targe |
Eyelander |
Prince Tavish's Crown |
55,000 HP +40% knockback resistance Regenerates 500 HP per second -50% move speed |
Heavy Robot
Heavy Mittens
Icon | Name | Melee | Hat | Misc | Attributes |
---|---|---|---|---|---|
Heavy Mittens | Holiday Punch |
Point and Shoot |
All-Father |
35% smaller in size
100% crit chance |
Giant Heavy
Icon | Name | Primary | Attributes |
---|---|---|---|
Giant Heavy | Natascha |
5,000 HP +70% knockback resistance +50% damage bonus -50% move speed |
Giant Heavy
Icon | Name | Primary | Attributes |
---|---|---|---|
Giant Heavy | Brass Beast |
5,000 HP +70% knockback resistance +50% damage bonus -50% move speed |
Super Heavyweight Champ
Icon | Name | Melee | Hat | Attributes |
---|---|---|---|---|
Super Heavyweight Champ | Killing Gloves of Boxing |
Pugilist's Protector |
5,000 HP +70% knockback resistance +20% damage bonus +40% attack rate -50% move speed |
Sniper Robot
Jarate Master
Icon | Name | Secondary | Hat | Attributes |
---|---|---|---|---|
Jarate Master | Jarate |
Desert Marauder |
+90% recharge rate Game files indicate it was cut for not having working animations |
Bugs
- Scout robots do not appear to have a humiliation pose. Therefore, if stunned, they will enter the Civilian pose unless either stationary or airborne.
Trivia
- Unlike the regular classes, who face the direction they're aiming and walk sideways or backwards, most robots are split across the waist so that their top half is facing the way they're aiming but their bottom half is facing the way they're moving.
- All robots have voice lines, robotic versions of the voice lines used by the class they are modeled on. All lack facial animations while doing so, save for the Heavy Robot, whose jaw moves up and down.
- All voice lines added to the game before the Mann vs. Machine Update are available in robotic form, despite many of them being impossible to hear (e.g. lines relating to capping points or Payload carts).
- The programming for the Bomb is similar to that of the Intelligence, and the robots will perform responses based on this. The human players however have specific voice responses related to the bomb.
- Robots wearing robot hats (Such as the Scout robot and Sniper robot) wear the RED version of their headgear. If set to equip the actual headgear (In these cases, Robot Running Man and Bolted Bushman respectively), they will have a bluer tint on their hats.
- Giant robots, with the exception of the Giant Medic, use different models with slightly skewed proportions (most notably a smaller head and larger torso) and more detail to make up for their larger size. The models themselves are the same size as the normal robots' but are scaled up in-game. All hitboxes are the same for these gigantic robots despite these proportions.
- They also have separate, more heavily-distorted voice lines, which are notably deeper and more mechanical-sounding than their human-sized counterparts. The Sniper, Spy, Engineer and Medic robots however, do not have these voice lines.
- Engineer Robots appeared in the game files since the Mann vs. Machine Update, but were initially unused by Valve until the Mecha Update.
External links
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