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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. |
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− | Tanks are immune to all effects outside of damage and critical hits; they can only be stopped via destruction. They cannot have their movement interrupted or [[slow]]ed; standing in front of one will simply push the player away for no damage, while players that cannot be pushed away due to walls or props are crushed to death, and [[building]]s in the way are destroyed. They cannot be [[burn]]ed or soaked by [[Jarate]] or [[Mad Milk]], they do not give [[metal]] to [[Widowmaker]]s, they cannot be [[sap]]ped or marked for death, and they have no [[headshot|heads to shoot]] or [[backstab|backs to stab]]. Finally, they resist approximately 75% of [[miniguns|Minigun]] damage, severely reducing a Heavy's damage output against it. | + | Tanks are immune to all effects outside of damage and critical hits; they can only be stopped via destruction. They cannot have their movement interrupted or [[slow]]ed; standing in front of one will simply push the player away for no damage, while players that cannot be pushed away due to walls or props are crushed to death, and [[building]]s in the way are destroyed. They cannot be [[burn]]ed or soaked by [[Jarate]] or [[Mad Milk]], they do not give [[metal]] to [[Widowmaker]]s, they cannot be [[sap]]ped or marked for death, they do not give health to players buffed by the [[Concheror]], and they have no [[headshot|heads to shoot]] or [[backstab|backs to stab]]. Finally, they resist approximately 75% of [[miniguns|Minigun]] damage, severely reducing a Heavy's damage output against it. |
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| 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 16:38, 24 November 2013
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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.
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Tank Robots (referred just as Tank) 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 are immune to all effects outside of damage and critical hits; they can only be stopped via destruction. They cannot have their movement interrupted or slowed; standing in front of one will simply push the player away for no damage, while players that cannot be pushed away due to walls or props are crushed to death, and buildings in the way are destroyed. They cannot be burned or soaked by Jarate or Mad Milk, they do not give metal to Widowmakers, they cannot be sapped or marked for death, they do not give health to players buffed by the Concheror, and they have no heads to shoot or backs to stab. Finally, they resist approximately 75% of Minigun damage, severely reducing a Heavy's damage output against it.
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
Each Tank in a wave has a given amount of health based on its intended difficulty and the length of the path it must travel.
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Mannhunt
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6D, 6E, 6F
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Mannslaughter
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3B
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Cave-in
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4
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Mean Machines
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5A
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Disintegration
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5
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Quarry
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6B
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Cave-in
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2B
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Machine Massacre
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4, 7A
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Mech Mutilation
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1C
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Disintegration
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2D
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Doe's Drill
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3, 8
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Mann-euvers
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2
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Doe's Doom
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7
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Mannhunt
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3
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Ctrl+Alt+Destruction
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7B
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CPU Slaughter
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6C, 6E
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Machine Massacre
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7D
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Mech Mutilation
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3D
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Cataclysm
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4A, 7A
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Mannslaughter
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5C, 5E
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Benign Infiltration
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4A
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Disintegration
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4A, 5B
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Quarry
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1
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Desperation
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4
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Mann-euvers
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7
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Doe's Doom
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2A
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Day of Wreckening
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2, 6B
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Cave-in
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6B
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Mannhunt
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5C
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Disk Deletion
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6, 8A-1, 8A-2
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Data Demolition
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3D, 4A
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Ctrl+Alt+Destruction
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5
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Mean Machines
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3A
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Crash Course
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3
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Crash Course
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5
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Data Demolition
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6B, 6D
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Ctrl+Alt+Destruction
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2A
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CPU Slaughter
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6A
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Benign Infiltration
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6C
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Broken Parts
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3D
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Data Demolition
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6A
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Crash Course
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6B
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Broken Parts
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6B
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Quarry
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5
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Ctrl+Alt+Destruction
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7D
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Desperation
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7A
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CPU Slaughter
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4
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Cataclysm
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3A
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Caliginous Caper
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4
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Bone Shaker
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2
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Broken Parts
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6B
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Caliginous Caper
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5
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Bone Shaker
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4A, 7
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Broken Parts
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2A
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Caliginous Caper
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7
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Desperation
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7C-2
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Cataclysm
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7F
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Broken Parts
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2A
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Bone Shaker
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7F
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Caliginous Caper
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8G
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Broken Parts
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6D
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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 at the bomb hatch, the tank will take a while to deploy its bomb, so the team still has time to destroy it.
Related achievements
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Balls-E Destroy the tank during the final seconds of the bomb being deployed.
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Clockwork Carnage Destroy two tanks within 5 seconds of each other.
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Clockwork Conqueror Destroy a tank within 20 seconds of its arrival.
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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.
December 20, 2012 Patch (Mecha Update)
November 22, 2013 Patch
- Fixed a server crash related to damaging the tank with the new Medic shield
Bugs
- If multiple tanks are in a wave, the Administrator may sometimes state that a tank is halfway through the wave even though it would just have spawned.
- Tanks in Romevision deploy their bombs incorrectly: The upper half of the Tank will flip on its side, the Bomb will come out of the X in front of the Tank (it will not actually open up, and the X faces upwards), and the bomb will basically be flying through the air once the Tank deploys it and will detonate as a normal bomb would.
Gallery
The Tank as seen in Romevision
Romevision lightly damaged
Romevision moderately damaged
Romevision heavily damaged
Romevision Final wave skin
External links