Difference between revisions of "Mann vs. Machine/ko"

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{{DISPLAYTITLE:Mann vs. 기계 (게임 모드)}}
 
{{DISPLAYTITLE:Mann vs. 기계 (게임 모드)}}
 +
[[Image:Coal Town base.png|thumb|right|300px|The bomb hatch at Coal Town]]
 
{{Stub}}{{Quotation|1='''Mann vs. 기계 공식 광고'''|2=그레이 만은 단 하나의 목적으로 이 거침없는 기계 군단을 세웠습니다. 다행스럽게도, Mann Co.를 파괴하려는 로봇 군단의 대부분은 건물 전체를 날려버릴 수 없는 기초적인 무기를 갖추고 있다는 것입니다. 재수없는 것은, 그놈들은 대형 폭탄에 접근해서는 Mann Co.를 지옥으로 끌고갈, 그러니까 폭탄구멍에 그걸 떨어트린다는 것입니다. 그리고 이것을 막을지는 당신에게 달렸습니다.}}
 
{{Stub}}{{Quotation|1='''Mann vs. 기계 공식 광고'''|2=그레이 만은 단 하나의 목적으로 이 거침없는 기계 군단을 세웠습니다. 다행스럽게도, Mann Co.를 파괴하려는 로봇 군단의 대부분은 건물 전체를 날려버릴 수 없는 기초적인 무기를 갖추고 있다는 것입니다. 재수없는 것은, 그놈들은 대형 폭탄에 접근해서는 Mann Co.를 지옥으로 끌고갈, 그러니까 폭탄구멍에 그걸 떨어트린다는 것입니다. 그리고 이것을 막을지는 당신에게 달렸습니다.}}
 +
 
'''Mann 대 기계'''는 [[Mann vs. Machine/ko|같은 이름의 업데이트]]를 통해 공개된 협동 게임 모드입니다. Mann 대 기계에서는 6명의 플레이어로 구성된 팀으로 로봇 군단이 기지로 폭탄을 운반하는 것을 막습니다. 인공지능으로 제어되는 적과 협동 게임 플레이 뿐만 아니라, 다른 모드와 달리 게임을 진행하는 동안, 플레이어가 게임 상에서 사용하는 무기에 대한 업그레이드를 구입할 수 있습니다. 구입한 모든 업그레이드는 게임이 끝날 때까지 지속되며, 플레이어가 게임 중 나갔다 들어오더라도 유지됩니다.
 
'''Mann 대 기계'''는 [[Mann vs. Machine/ko|같은 이름의 업데이트]]를 통해 공개된 협동 게임 모드입니다. Mann 대 기계에서는 6명의 플레이어로 구성된 팀으로 로봇 군단이 기지로 폭탄을 운반하는 것을 막습니다. 인공지능으로 제어되는 적과 협동 게임 플레이 뿐만 아니라, 다른 모드와 달리 게임을 진행하는 동안, 플레이어가 게임 상에서 사용하는 무기에 대한 업그레이드를 구입할 수 있습니다. 구입한 모든 업그레이드는 게임이 끝날 때까지 지속되며, 플레이어가 게임 중 나갔다 들어오더라도 유지됩니다.
 +
 
Mann 대 기계에서는 Mann 대 기계 업적 외에는 달성할 수 없습니다.
 
Mann 대 기계에서는 Mann 대 기계 업적 외에는 달성할 수 없습니다.
 +
 
Mann 대 기계에서는 일반 모드와 다른 "최고의 순간들"을 사용합니다.
 
Mann 대 기계에서는 일반 모드와 다른 "최고의 순간들"을 사용합니다.
이 게임 모드는 현재 5개의 난이도로 구성되어 있습니다:노말, 중급, 상급, 전문가, 그리고 악몽(666).
+
 
 +
이 게임 모드는 현재 5개의 난이도로 구성되어 있습니다 (노말, 중급, 상급, 전문가, 악몽)
  
 
== 동영상 ==
 
== 동영상 ==
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|-
 
|-
 
! width="150" | 트레일러
 
! width="150" | 트레일러
! width="150" | Instructional Film
+
! width="150" | 교육용 영상
 
|- align="center"
 
|- align="center"
 
| {{youtube|C4cfo0f88Ug|width=450}}
 
| {{youtube|C4cfo0f88Ug|width=450}}
 
| {{youtube|eQX3M6t1LlY|width=450}}
 
| {{youtube|eQX3M6t1LlY|width=450}}
 +
|-
 +
! width="150" colspan= 2 | 기계음
 +
|- align="center"
 +
| colspan=2 | {{youtube|fbOBcHGwWDg|width=450}}
 
|-  
 
|-  
 
|}
 
|}
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=== 로봇 ===
 
=== 로봇 ===
 
{{main|Robots}}
 
{{main|Robots}}
 
 
대부분의 로봇 군단은 기본 무기가 장착된 로봇 형태의 아홉 가지 클래스로 구성되어 있습니다. 하지만, 특별한 능력을 지닌 [[Mann vs. Machine/ko#Special Robots|특수 로봇]]도 있습니다.
 
대부분의 로봇 군단은 기본 무기가 장착된 로봇 형태의 아홉 가지 클래스로 구성되어 있습니다. 하지만, 특별한 능력을 지닌 [[Mann vs. Machine/ko#Special Robots|특수 로봇]]도 있습니다.
  
 
로봇이 폭탄을 운반하는 동안, 로봇은 이동속도가 반으로 줄어듭니다. 그러나, 폭탄 운반 로봇은 시간이 지남에 따라 증가 버프를받습니다. HUD에서 다음 버프 때 까지의 시간을 표시합니다. 이 증진은 세 단계로 나눠지며, 이는 누적됩니다.  
 
로봇이 폭탄을 운반하는 동안, 로봇은 이동속도가 반으로 줄어듭니다. 그러나, 폭탄 운반 로봇은 시간이 지남에 따라 증가 버프를받습니다. HUD에서 다음 버프 때 까지의 시간을 표시합니다. 이 증진은 세 단계로 나눠지며, 이는 누적됩니다.  
 +
 
{| class="wikitable grid" style="text-align:center;"
 
{| class="wikitable grid" style="text-align:center;"
 
|- style="height: 20px;"
 
|- style="height: 20px;"
 
! class="header" | 단계
 
! class="header" | 단계
! class="header" | 업그레이드 내용
+
! class="header" | 업그레이드
! class="header" | 시간간격 (초)
+
! class="header" | 시간 간격(초)
 
|-
 
|-
| '''첫 번째 단계'''
+
| [[File:Bomb carrier defense.png|25px|left]] '''첫번째 단계'''
| 근처의 로봇에게 방어 증진이 발생합니다.   
+
| 근처의 로봇과 함께 방어 증진
 
| 5
 
| 5
 
|-
 
|-
| '''두 번째 단계'''
+
| [[File:Bomb carrier health.png|25px|left]] '''두번째 단계'''
| 체력이 자동으로 회복됩니다.   
+
| 초당 45 체력 재충전
 
| 15
 
| 15
 
|-
 
|-
| '''세 번째 단계'''
+
| [[File:Bomb carrier crits.png|25px|left]] '''마지막 단계'''
| 무조건 치명타가 발생합니다. 
+
| 항상 [[Critical hits/ko|치명타]] 효과
 
| 15
 
| 15
 
|}
 
|}
특수 로봇은 증진을 받지 못합니다.
+
 
 +
특수 로봇은 폭탄을 운반할 때 증진을 받지 못하며, 속도는 그대로 유지됩니다.
  
 
=== 능력치와 업그레이드 ===
 
=== 능력치와 업그레이드 ===
 +
{{main|Upgrade Station}}
 +
{{see also|Credits}}
 +
[[File:MvM_Upgrade_UI.png|thumb|right|견보기용 [[Grenade Launcher/ko|유탄 발사기]]의 무기 개선실 화면]]
 +
플레이어는 [[Power Up Canteen/ko|강화용 수통]]을 개인 [[ÜberCharge/ko|우버차지]], 5초 동안의 [[critical hit/ko|치명타 효과]], [[ammunition/ko|탄약]] 재충전, [[Engineer/ko|엔지니어]]의 빠른 건물 업그레이드나 재부활 지역 텔레포트와 같은 증진 효과로 채우거나 위해 모아둔 자금을 사용할 것입니다. 이와 같은 증진 효과는 최대 세개까지 채워질 수 있습니다.
 +
 +
또한 플레이어는 개개인의 능력이나 무기를 업그레이드할 수 있습니다.
 +
 
{| class="wikitable"
 
{| class="wikitable"
 
! class="header" text-align:center;" rowspan="1" | {{class link|Scout}}
 
! class="header" text-align:center;" rowspan="1" | {{class link|Scout}}
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|-
 
|-
 
|}
 
|}
 +
 +
== 게임플레이 ==
 +
For the sake of identification, all human players are dressed as RED and identified as team DEFENDERS while all robots use BLU colors in their visual effects and in the kill feed. Games are played in waves, each containing a pre-set number of enemies. Various support classes also spawn in periodically until the wave is over.
 +
 +
Before each wave begins, Defenders are shown relevant information in the top HUD, such as the enemies the next wave will contain, the current wave, and the number of waves for that mission. Pre-set enemies have a number under each icon to indicate how many will be present in the wave, while support classes are listed to the right-hand side. A flashing blue icon means that the enemy or enemies will always fire [[critical hit]]s. During pre-wave intervals, Engineers are able to instantly place level 3 buildings and Medics have a notably faster [[ÜberCharge]] fill rate.
 +
 +
When at least three players enter a Mann vs. Machine server, the option to ready up is enabled. Once one player declares they are ready, a 150-second countdown clock begins. As more players ready up, the countdown clock reduces to a minimum of 30 seconds until all players are ready. When all players are ready, the countdown reduces to 10 seconds. When the countdown ends, the wave begins. Players joining the server during the countdown will not increase the time.
 +
 +
When the wave begins, the top HUD will change to show a strength gauge to depict the quantity of pre-set enemies left. Robots will begin spawning in the battlefield in groups. Until they are on platforms that are accessible by players, attacking a robot will do nothing but cause them to glow as if they were ÜberCharged. During the wave, information about certain enemies may appear in the top HUD and will be announced by the [[Administrator]].
 +
 +
* '''[[Sentry Buster]]''' - Sentry Busters are large, bipedal [[stickybomb]]s that will run, stop, and self-destruct near [[Sentry Gun]]s. If an Engineer is moving their Sentry Gun, the Sentry Buster will chase them until they stop. These enemies only appear in response to effective Sentry Guns built by an [[Engineer]] on the defending team and will spawn more often if there are multiple effective Sentry Guns.  A common strategy is for the [[Engineer]] to pick up their Sentry and run away from other players on the map and touch the Sentry Buster.  This will cause the Sentry Buster to stop and it will explode. Another common strategy is for the Engineer to sacrifice their Sentry Gun by allowing the Sentry Buster to destroy it in a safe location.  This will stop the Sentry Busters from spawning for a period of time.
 +
* '''[[Tank Robot|Tank]]''' - Heavily-armored tanks will enter the field from specific entry points. They won't attack but will move implacably towards the bomb hatch until they are destroyed or reach their destination. They may crush any unfortunate player or robot that gets stuck between them and a wall. Tanks do not need to carry or retrieve the main bomb, as each one contains its own.
 +
* '''[[Sniper Robot|Sniper]]''' - Sniper Robots spawn like regular robots, but will mostly try to snipe players from higher platforms instead of running with the horde. All Sniper Robots except those carrying the [[Huntsman]] are unable to [[headshot]].
 +
* '''[[Spy Robot|Spy]]''' - Unlike other robots, Spy Robots may spawn anywhere where players aren't looking in the field by use of their [[Invisibility Watch|cloaking]]. They can [[Disguise Kit|disguise]] as friendly players, [[backstab]] players, and can [[Sapper|sap]] Engineer [[buildings]]. The Announcer will call out the number of Spy Robots remaining after each successive one is killed.
 +
* '''[[Engineer Robot|Engineer]]''' - Engineer Robots can enter in two ways - one, more common variation of the robot will teleport into the map near the bomb, while two rarer versions with half of the health will enter normally. Upon reaching a predetermined nest area, the Robot Engineer commences building a [[Teleporter]], which acts as a forward spawn point for the robots, and a [[Sentry Gun]] to defend it.
 +
 +
After each successful wave, the defenders will be evaluated based on how well money was collected (with a credit rating ranging from '''F''' to '''A+'''). If all the piles of money are collected (the A+ grade), the team will earn a $100 bonus. Once a mission is completed, the defenders will be given a final evaluation, and the server will load the next Mann vs. Machine map after an interval of 20 seconds.
 +
 +
== 포기 ==
 +
[[Image:2013-03-02 00001.jpg|thumb|right|300px|An example of the matchmaking screen when the penalty is applied]]
 +
Introduced in the {{Patch name|10|17|2012}}, rules regarding players "abandoning" games have been implied.
 +
A player is considered to have "abandoned" a game if they meet all of the following criteria:
 +
* Leave a game while playing a Mann Up game on an official server; and
 +
* Have not played through a single wave to completion or failure; and
 +
* There are 5 or more players currently connected to the server (including the player).
 +
If they meet all of the criteria repeatedly, the player will temporarily be placed in a low-priority queue, resulting in a significantly longer wait upon matchmaking.
 +
 +
Otherwise, it is safe to disconnect a game without being considered "abandoning" the game.
 +
 +
If a player presses the disconnect button, the player will receive a message telling them whether it is safe to leave. The player will either abandon the game with a penalty or without depending on the occasion. However, if the player leaves by other means (such as changing server via [[List of useful console commands|console]] or the in-game Steam HUD), they will not receive a message and may get a penalty without being notified.
 +
 +
If a player loses their connection while in-game, the spot will be reserved for the player and will have 3 minutes to rejoin. If the player does not rejoin after the time is up, the player will have been counted as leaving the server intentionally. If the game has crashed or the player loses their Internet connection, then the player can then restart Team Fortress 2 and the player will be given a prompt to reclaim their spot in the match. This prompt will inform the player of the penalties they will get if they decline the spot. If the player fails to rejoin within the three minutes and they fill out the criteria listed above, then it will count the player as having abandoned the match.
 +
 +
If a player is kicked for being idling whilst in a match, then it will be counted as quitting intentionally and therefore will incur a penalty.
 +
If a player is votekicked from a server, they will not be considered as leaving intentionally and will not incur a penalty.
 +
 +
== 전략 ==
 +
{{main|Community Mann vs. Machine strategy}}
  
 
== 맵 ==
 
== 맵 ==
 +
{{main|List of maps}}
 +
Mann 대 기계의 맵은 이름 앞에 '''mvm_'''를 가지고 있습니다.
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
 
|- style="height: 20px;"
 
|- style="height: 20px;"
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| [[File:Poster Mannworks.png|160px|link=Mannworks{{if lang}}]]
 
| [[File:Poster Mannworks.png|160px|link=Mannworks{{if lang}}]]
 
| width="60px" |{{code|mvm_mannworks}}
 
| width="60px" |{{code|mvm_mannworks}}
 +
|-
 +
|style="background-color:#F9D483;" |'''[[Rottenburg{{if lang}}|Rottenburg]]'''
 +
| [[File:Rottenburg.png|160px|link=Rottenburg{{if lang}}]]
 +
| width="60px" |{{code|mvm_rottenburg}}
 
|-
 
|-
 
|}
 
|}
  
== Related achievements ==
+
== 관련 도전과제 ==
 
{{main|Mann vs. Machievements}}
 
{{main|Mann vs. Machievements}}
  
== Update history ==
+
== 업데이트 내역 ==
 
{{Update history | '''{{Patch name|8|15|2012}}'''
 
{{Update history | '''{{Patch name|8|15|2012}}'''
 
* Mann vs. Machine 모드를 추가하였습니다.
 
* Mann vs. Machine 모드를 추가하였습니다.
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'''{{Patch name|7|15|2013}}'''
 
'''{{Patch name|7|15|2013}}'''
 
* Fixed some missing Sapper particles in Mann vs. Machine mode.
 
* Fixed some missing Sapper particles in Mann vs. Machine mode.
 +
 +
'''{{Patch name|10|29|2013}}''' ([[Scream Fortress 2013]])
 +
* Enabled [[Mann vs Machine]] event map [[Wave 666]] in bootcamp.
 +
* Fixed not being able to earn the [[Mann vs. Machievements|Brotherhood of Steel achievement]] in MvM. (play with 5 friends)
 +
* {{undocumented}} Inspecting a player in Mann vs. Machine (default key: F) now shows the upgrades of the player who is currently being inspected.
 +
 +
'''{{Patch name|11|21|2013}}''' ([[Two Cities Update]])
 +
* Operation Two Cities
 +
** Two maps: <code>[[Mannhattan|mvm_mannhattan]]</code> and <code>[[Rottenburg|mvm_rottenburg]]</code>
 +
** Advanced tour (Operation Two Cities) featuring four missions ([[Empire Escalation (mission)|Empire Escalation]], [[Metro Malice (mission)|Metro Malice]], [[Hamlet Hostility (mission)|Hamlet Hostility ]], and [[Bavarian Botbash (mission)|Bavarian Botbash]]. These missions are also playable from Boot Camp.)
 +
** Two extra Boot Camp-only missions ([[Big Apple Barricade (mission)|Big Apple Barricade]] and [[Village Vanguard (mission)|Village Vanguard]])
 +
** Added 14 achievements.
 +
* Players can earn a "Refund Upgrades" credit by collecting money during waves.
 +
** The amount required is listed in the scoreboard, and varies per-mission.
 +
** Any money collected – whether winning or losing – will count toward earning a credit.
 +
** To redeem, visit an Upgrades station and click the "Refund Upgrades" button.
 +
** Any money spent on buy-backs and Canteen charges will not be refunded.
 +
* Detailed player performance stats added to the scoreboard.
 +
** Damage and Tank. Total damage done to Gray Mann's forces.
 +
** Healing. Direct healing done to other players.
 +
** Support. A composite value that reflects anything a player has done to help their team:
 +
*** Examples: reset a bomb, stun or slow an enemy, provide increased damage, block damage with invulnerability or shield, and lots more.
 +
** Money. The amount each player has collected.
 +
* Players can inspect upgrades on teammates via the "Inspect" key. ("F" by default)
 +
* Medic
 +
** Revive (no upgrade required)
 +
*** Teammates leave behind a revive marker when they die.
 +
*** Target the marker with your [[Medi Gun]] to revive them.
 +
** Projectile Shield Upgrade
 +
*** Build Energy by healing teammates, reviving and preventing damage via Invuln ÜberCharge.
 +
*** Press <code>ATTACK3</code> to activate when Energy meter is full. (<code>mouse3</code> by default)
 +
*** While active:
 +
**** Blocks all enemy projectiles.
 +
**** Damages enemies on touch.
 +
** [[Mad Milk]] Syringes Upgrade
 +
*** Syringe Gun needles apply Mad Milk (heal-on-hit for teammates) on contact.
 +
** Healing Mastery Upgrade (previously two separate upgrades)
 +
*** +25% heal rate per point.
 +
*** +25% revive rate per point.
 +
*** +25% self-regen rate per point.
 +
** Overheal Expert Upgrade (previously two separate upgrades)
 +
*** +25% more overheal per point.
 +
*** +50% duration per point.
 +
** Canteen Specialist Upgrade.
 +
*** Shares canteen charge effects with heal target
 +
*** +1 second charge duration per point.
 +
*** -10 canteen charge price per point.
 +
*Soldier
 +
** Rocket Specialist Upgrade
 +
*** +15% rocket speed per point.
 +
*** On direct hits
 +
**** Stuns target (duration increases per point).
 +
**** +15% increased blast radius per point.
 +
**** No range-based falloff damage.
 +
* Heavy
 +
**Attack Projectiles Upgrade
 +
*** Now has two levels.
 +
**** Level one is less effective than before.
 +
**** Level two is more effective than level one used to be.
 +
*** Price reduced from 600 to 400 per point.
 +
** Rage Pushback upgrade activation moved to <code>ATTACK3</code> (<code>mouse3</code> by default)
 +
 +
'''{{Patch name|11|22|2013}}'''
 +
* Fixed a server crash related to damaging the [[Tank Robot|tank]] with the new Medic shield.
 +
* Fixed [[bots]] trying to attack an old sentry location after the gun has been picked up by the Engineer.
 +
* Fixed a bug that would cause robot "gate hat" items to be [[Crafting|craftable]]. Gate hats that were crafted while the bug was active have self-destructed and become limited-quantity [[Glitched Circuit Board]]s as a commemorative token.
 +
* Fixed the Health Regen MvM upgrade string mistakenly displaying %.
 +
 +
'''{{Patch name|11|26|2013}}'''
 +
* Fixed the [[Mann vs. Machine]] return-to-lobby timer not updating properly after a mission has been completed.
 +
 +
'''{{Patch name|11|27|2013}}'''
 +
* {{undocumented}} Removed the Gatebot Light hats from the [[Mann Co. Catalog]].
 +
 +
'''{{Patch name|12|6|2013}}'''
 +
* Fixed a client crash related to the [[Mann vs. Machine]] mission victory panel.
 +
* Fixed players who join in the middle of a mission not receiving the Upgrade Refund credit if it has been earned by the team.
 +
* Fixed an exploit that allowed purchasing upgrades for weapons other than what they were intended for.
 +
* Updated {{code|[[Rottenburg|mvm_rottenburg]]}}
 +
** Fixed a bug where the bomb could get stuck out of reach in the corner near the cap.
 +
** Fixed a bug where bots could be instantly killed by being pushed into the tank tunnel once opened.
 +
** Fixed a bug where money could get stuck in the tank barricade when it was rebuilt, preventing collection.
 +
* Updated {{code|[[Mannhattan|mvm_mannhattan]]}}
 +
** Rebalanced [[Empire Escalation (mission)|Empire Escalation]].
 +
** Fixed credits not always being collected when they fall into the grinder.
 +
** Fixed a bug that allowed the gates to be captured out of order.
 +
** Fixed a lighting bug related to lower graphics settings that cause the map to be too dark.
 +
* {{undocumented}} [[Scout Robot#Giant Bonk Scout|Giant Bonk Scout]]: Reduced [[Bonk! Atomic Punch|bonk]] regen bonus from +65% to +45%.
 +
* {{undocumented}} [[Soldier Robot#Colonel Barrage|Colonel Barrage]]: Removed -90% rage attribute.
 +
* {{undocumented}} [[Soldier Robot#Colonel Barrage|Colonel Barrage]] (gatebot variant): Removed -90% rage attribute until after all gates are captured.
 +
* {{undocumented}} [[Soldier Robot#Major Crits|Major Crits]] (boss gatebot variant): Increased projectile speed penalty from -60% to -65%, and reduced rage penalty from -90% to -80% after all gates are captured.
 +
* {{undocumented}} [[Soldier Robot#Major Crits|Major Crits]] (non-boss gatebot variant): Decreased reload rate bonus from +78% to +60%, increased projectile speed penalty from -60% to -65%, and removed -90% rage attribute.
 +
* {{undocumented}} [[Heavy Robot#Giant Heal-On-Kill Heavy|Giant Heal-On-Kill Heavy]] (boss gatebot variant): Increased rage giving penalty from -10% to -40%.
 +
 +
'''{{Patch name|12|20|2013}}'''
 +
* Fixed being able to inspect Blue-team bots.
 +
* Fixed the mission victory screen not always showing the correct information for each player.
 +
 +
'''{{Patch name|1|9|2014}}'''
 +
* Fixed the Mann vs. Machine [[scoreboard]] not always displaying values correctly.
 +
* Fixed an exploit in Mann vs. Machine related to purchasing [[Upgrade Station|upgrades]].
 +
 +
'''{{Patch name|1|23|2014}}'''
 +
* Fixed the bots not being able to equip multiple cosmetic items.
 +
* Fixed Scout bots not playing the correct animation when stunned with the Sandman.
 +
* Fixed not being able to reset the countdown timer if a player disconnects while Ready.
 +
* Updated the countdown logic to un-Ready a team if someone quits during the final 10 seconds or disconnects while everyone else is Ready.
 +
* Updated {{code|[[Rottenburg|mvm_rottenburg]]}}
 +
** Improved collision near barricade to reduce players getting stuck.
 +
** Fixed credits not always being collected when they fall into the barricade.
 +
* Updated {{code|[[Mannhattan|mvm_mannhattan]]}}
 +
** Fixed being able to construct buildings inside the respawn room.
 +
** Fixed a material problem near the hatch.
 +
 +
'''{{Patch name|2|7|2014}} #1'''
 +
* Fixed the MvM upgrade menu closing when a Strange item has its counter increment.
 +
 +
'''{{Patch name|3|5|2014}}'''
 +
* Fixed an exploit in Mann vs. Machine mode related to purchasing upgrades for free.
 
}}
 
}}
  
== Unused content ==
+
== 사용되지 않은 내용물 ==
 
* RED 버젼의 로봇들을(탱크와 센트리 버스터 예외)게임 파일 안에서 찾아볼 수 있습니다.
 
* RED 버젼의 로봇들을(탱크와 센트리 버스터 예외)게임 파일 안에서 찾아볼 수 있습니다.
  
==Bugs==
+
== 상식 ==
 +
*Originally, Valve had planned for players to play as both BLU and RED team, as seen in the Mann Vs. Machine trailer. It proved too confusing in play tests however, and was inevitably removed.
 +
 
 +
==버그==
 
* Sometimes a menu such as team, class, or upgrade choice will freeze on screen, forcing the player to refresh the HUD. (This can be accomplished by typing <code>hud_reloadscheme</code> in the [[console]] or pressing {{key|TAB}}.)
 
* Sometimes a menu such as team, class, or upgrade choice will freeze on screen, forcing the player to refresh the HUD. (This can be accomplished by typing <code>hud_reloadscheme</code> in the [[console]] or pressing {{key|TAB}}.)
 
* When killed by a dead bot, such as from afterburn, or when removing a destroyed Spy bot's Sapper, the kill feed may show that the bot has moved to spectator mode. This is due to the internal routine that reassigns bot players for the next attack.
 
* When killed by a dead bot, such as from afterburn, or when removing a destroyed Spy bot's Sapper, the kill feed may show that the bot has moved to spectator mode. This is due to the internal routine that reassigns bot players for the next attack.
Line 293: Line 476:
 
* Bots that are destroyed while speaking and players who are killed while using Mann vs. Machine-related responses will continue speaking after their destruction/death. Tank Robots that are destroyed as they stop to deploy the bomb will continue to play the buzz and ding sound sequence.
 
* Bots that are destroyed while speaking and players who are killed while using Mann vs. Machine-related responses will continue speaking after their destruction/death. Tank Robots that are destroyed as they stop to deploy the bomb will continue to play the buzz and ding sound sequence.
 
* It is possible for the Administrator to announce the team has failed the mission when they haven't, by destroying the bomb carrier as it is about to disappear into the bomb hole. The bomb hatch will be destroyed, but the game considers the bomb undeployed. In this case, the real bomb will never make it to the hatch as it will continue to kill anything that steps in to it.
 
* It is possible for the Administrator to announce the team has failed the mission when they haven't, by destroying the bomb carrier as it is about to disappear into the bomb hole. The bomb hatch will be destroyed, but the game considers the bomb undeployed. In this case, the real bomb will never make it to the hatch as it will continue to kill anything that steps in to it.
* Hitting the F4 key will still toggle ready-up even if the ready-up command was set to another key.
 
 
* Sometimes, when the map is finished, the loot screen shows up empty. This situation becomes recurrent for the player affected.
 
* Sometimes, when the map is finished, the loot screen shows up empty. This situation becomes recurrent for the player affected.
 
* There is a small number of Sentry Gun placements that are immune to Sentry Busters. If the target sentry is in one of these areas, the Sentry Buster will spawn, and without jumping down or exiting spawn, they will blow up. This does not show in the kill feed, and the Sentry Buster icon at the top of the screen will remain.
 
* There is a small number of Sentry Gun placements that are immune to Sentry Busters. If the target sentry is in one of these areas, the Sentry Buster will spawn, and without jumping down or exiting spawn, they will blow up. This does not show in the kill feed, and the Sentry Buster icon at the top of the screen will remain.
 
* Certain sounds will become stuck in a loop if a wave is failed while they are playing. A notable example of this is the sentry buster sound. This can be easily fixed by typing <code>snd_restart</code> into the [[console]].
 
* Certain sounds will become stuck in a loop if a wave is failed while they are playing. A notable example of this is the sentry buster sound. This can be easily fixed by typing <code>snd_restart</code> into the [[console]].
* Rarely, before the round, the bomb will appear in the spawn points for the bots for all maps with no bot carrying it.
+
* Rarely, before the round, the bomb will appear in the spawn points for the bots for all maps with no bot carrying it. An extremely rare case of this is the bomb being teleported to the hatch at start of the round.
 
* Rarely, most of the robots' voice lines may not be robotized at all.
 
* Rarely, most of the robots' voice lines may not be robotized at all.
 
* Robot Spies' voices will not be robotized when heard from a distance (this excludes the laugh that is constantly heard when they are present on the map).
 
* Robot Spies' voices will not be robotized when heard from a distance (this excludes the laugh that is constantly heard when they are present on the map).
 
* Rarely, near the last third of the sixth wave on Big Rock, if one or more players leaves and is matched back into the server, the spawn rate of robots will drastically decrease, and most classes will not spawn at all. If a special class (Spies, Snipers) is active when this occurs, they will spawn in groups of two at a speed of about once per thirty seconds. When this occurs, friendly Sentry Guns will attempt to target players, though they will not do any damage. The only known method of circumnavigating this bug when it occurs is to restart the game entirely.
 
* Rarely, near the last third of the sixth wave on Big Rock, if one or more players leaves and is matched back into the server, the spawn rate of robots will drastically decrease, and most classes will not spawn at all. If a special class (Spies, Snipers) is active when this occurs, they will spawn in groups of two at a speed of about once per thirty seconds. When this occurs, friendly Sentry Guns will attempt to target players, though they will not do any damage. The only known method of circumnavigating this bug when it occurs is to restart the game entirely.
* Sometimes on Mann Up Mode Servers there is a glitch were players cannot join the server. The only way to fix it is for every player to leave the server.
+
* Sometimes on Mann Up servers there is a glitch where players cannot join the server. The only way to fix it is for every player to leave the server.
*Rarely a Demoman Bot will glitch, with only his sword viewable, this bot can not be killed by any means known.  Only option is to let the bots plant the bomb to restart the round.  If players choose to vote to restart the round (because there are no more bots to kill or deliver the bomb and players are now stuck on an unfinished round) there is a small chance that the resulting restart will cause all bots to spawn more slowly.  Although this may make the round easier to win it will increase the amount of time to win the wave (all waves are effected) to over 10 minutes per wave.
+
* Rarely a Demoman Bot will glitch, with only his sword viewable, this bot can not be killed by any means known.  Only option is to let the bots plant the bomb to restart the round.  If players choose to vote to restart the round (because there are no more bots to kill or deliver the bomb and players are now stuck on an unfinished round) there is a small chance that the resulting restart will cause all bots to spawn more slowly.  Although this may make the round easier to win it will increase the amount of time to win the wave (all waves are affected) to over 10 minutes per wave.
 +
* Very rarely, a robot may appear as a giant when it shouldn't be, or vice versa. Sometimes, the giant may still have the health of the smaller counterpart, or it may have the health that the giant version has.
 +
* Rarely, if a Engineer Robot's Teleporter is not destroyed and the wave ends, the Teleporter will not self destruct and continue spawning robots when the next wave begins.
 +
* Occasionally, if a Giant Robot is destroyed with the Medic's Projectile Shield, it will create a normal sized robot [[ragdoll]] with a proportional head size to the giant.
 +
* If a player is inspected during setup or mid-game, upgrades may be lost.  If occurring during setup, money spent on the lost upgrades will be refunded.  If occurring mid-game, however, there will be no refund on lost upgrades.
 +
** This happens most often with building upgrade canteens.
 +
* Rarely, Bots may stop spawning and cause the wave to be unbeatable, this can only be fixed by restarting the map.
 +
* Sometimes, when playing two Mann Up missions in one play session, the second mission completion loot screen might show the loot screen from the previous mission, also the advice for "Found Items" won't show up, items will still be obtained after updating backpack.
  
== External links ==
+
== 외부 링크 ==
* [http://www.teamfortress.com/mvm/ Mann vs. Machine Website]
+
* [http://www.teamfortress.com/mvm/ Mann 대 기계 웹사이트]
  
  
 
{{MannVsMachineNav}}
 
{{MannVsMachineNav}}
{{MvmMissionsNav}}
+
{{MvmMissionsNav|nocat=yes}}
 
{{Maps nav}}
 
{{Maps nav}}
  
 
[[Category:Game modes/ko]]
 
[[Category:Game modes/ko]]

Revision as of 06:22, 16 March 2014

The bomb hatch at Coal Town
그레이 만은 단 하나의 목적으로 이 거침없는 기계 군단을 세웠습니다. 다행스럽게도, Mann Co.를 파괴하려는 로봇 군단의 대부분은 건물 전체를 날려버릴 수 없는 기초적인 무기를 갖추고 있다는 것입니다. 재수없는 것은, 그놈들은 대형 폭탄에 접근해서는 Mann Co.를 지옥으로 끌고갈, 그러니까 폭탄구멍에 그걸 떨어트린다는 것입니다. 그리고 이것을 막을지는 당신에게 달렸습니다.
Mann vs. 기계 공식 광고

Mann 대 기계같은 이름의 업데이트를 통해 공개된 협동 게임 모드입니다. Mann 대 기계에서는 6명의 플레이어로 구성된 팀으로 로봇 군단이 기지로 폭탄을 운반하는 것을 막습니다. 인공지능으로 제어되는 적과 협동 게임 플레이 뿐만 아니라, 다른 모드와 달리 게임을 진행하는 동안, 플레이어가 게임 상에서 사용하는 무기에 대한 업그레이드를 구입할 수 있습니다. 구입한 모든 업그레이드는 게임이 끝날 때까지 지속되며, 플레이어가 게임 중 나갔다 들어오더라도 유지됩니다.

Mann 대 기계에서는 Mann 대 기계 업적 외에는 달성할 수 없습니다.

Mann 대 기계에서는 일반 모드와 다른 "최고의 순간들"을 사용합니다.

이 게임 모드는 현재 5개의 난이도로 구성되어 있습니다 (노말, 중급, 상급, 전문가, 악몽)

동영상

트레일러 교육용 영상
기계음

구성

유탄 발사기의 무기 업그레이드 메뉴 견본.

팀은 인공지능으로 제어되는 로봇 군단을 공격하여 로봇이 플레이어의 기지에 폭탄을 완전히 운반하는 것을 막아야합니다.(이는 수레 밀기와 비슷합니다.) 각 로봇은 파괴될 경우 플레이어에게 자금이 제공됩니다. 로봇의 공격 간격 사이에, 플레이어는 이 자금을 사용하여 업그레이드실에서 무기를 업그레이드할 수 있습니다.

자금으로, 업그레이드실에서 플레이어의 수통을 증진—개인 우버차지나 5초 동안 지속되는 치명타 증진, 탄약 충전 등—으로 채우거나 엔지니어가 구조물 신속 건설 업그레이드하거나 생성 지점으로 순간이동이 가능합니다. 이 능력은 각각 세 번씩 사용할 수 있습니다.

로봇

본문: Robots

대부분의 로봇 군단은 기본 무기가 장착된 로봇 형태의 아홉 가지 클래스로 구성되어 있습니다. 하지만, 특별한 능력을 지닌 특수 로봇도 있습니다.

로봇이 폭탄을 운반하는 동안, 로봇은 이동속도가 반으로 줄어듭니다. 그러나, 폭탄 운반 로봇은 시간이 지남에 따라 증가 버프를받습니다. HUD에서 다음 버프 때 까지의 시간을 표시합니다. 이 증진은 세 단계로 나눠지며, 이는 누적됩니다.

단계 업그레이드 시간 간격(초)
Bomb carrier defense.png
첫번째 단계
근처의 로봇과 함께 방어 증진 5
Bomb carrier health.png
두번째 단계
초당 45 체력 재충전 15
Bomb carrier crits.png
마지막 단계
항상 치명타 효과 15

특수 로봇은 폭탄을 운반할 때 증진을 받지 못하며, 속도는 그대로 유지됩니다.

능력치와 업그레이드

본문: Upgrade Station
같이 보기: Credits
견보기용 유탄 발사기의 무기 개선실 화면

플레이어는 강화용 수통을 개인 우버차지, 5초 동안의 치명타 효과, 탄약 재충전, 엔지니어의 빠른 건물 업그레이드나 재부활 지역 텔레포트와 같은 증진 효과로 채우거나 위해 모아둔 자금을 사용할 것입니다. 이와 같은 증진 효과는 최대 세개까지 채워질 수 있습니다.

또한 플레이어는 개개인의 능력이나 무기를 업그레이드할 수 있습니다.

Leaderboard class scout.png 스카웃
  • 업그레이드된 미치광이 우유는 대상의 이동 속도를 느리게 합니다.
  • 모든 스카웃은 다음과 같은 고유 능력을 얻습니다.
    • 자금 수집 범위가 넓어집니다.
    • 수집한 자금을 통해 체력 증진을 받습니다.
    • 즉시 부활됩니다.
Leaderboard class soldier.png 솔저
  • 업그레이드된 버프 배너는 팀 전체에게 효과가 미칩니다.
  • 업그레이드된 로켓 발사기는 피해량과 연사 속도, 장전 속도와 발사체 비행 속도가 향상됩니다.
Leaderboard class pyro.png 파이로
  • 업그레이드된 압축 공기 분사는 적을 더 멀리 밀어냅니다.
  • 압축 공기 분사를 이용하여 메딕 로봇과 치료 대상을 떼어내고 폭탄 운반 로봇을 탄광으로 밀어내십시오.
  • 업그레이된 조명탄 발사기는 강력한 원거리 무기가 될 수 있습니다.
Leaderboard class demoman.png 데모맨
  • 치명타 증진 수통을 사용해 치명적인 점착 폭탄 함정을 설치하십시오.
  • 피해량이 업그레이드된 점착 폭탄을 사용하면 강력한 대상을 제외하고는 모든 적을 단방에 날려버립니다.
Leaderboard class heavy.png 헤비
  • 업그레이드된 탄환은 여러 대상을 관통합니다.
  • 업그레이드된 미니건은 발사체를 격추시킵니다.
  • 업그레이드된 헤비는 탄환을 통해 적을 밀어낼 수 있는 분노를 생성합니다.
Leaderboard class engineer.png 엔지니어
  • 업그레이드된 엔지니어는 두 번째로, 일회용 소형 센트리를 건설할 수 있습니다.
  • 치명타 증진 수통을 사용하여 센트리 건의 발사 속도를 3배로 향상시킬 수 있습니다.
  • 기억하십시오. 랭글러는 원거리 대상에게 유용합니다.
Leaderboard class medic.png 메딕
  • 업그레이드된 메디건크리츠크리그는 과치료 양과 지속 시간이 향상됩니다.
  • 업그레이드된 메딕은 우버 충전 비율과 지속 시간이 향상됩니다.
  • 업그레이드된 메딕은 수통의 효과를 치료 대상과 공유합니다.
Leaderboard class sniper.png 스나이퍼
  • 업그레이드된 자라테는 적의 이동 속도를 느리게 합니다.
  • 업그레이드된 저격소총의 탄환과 헌츠맨의 화살은 여러 대상을 관통합니다.
  • 거대한 대상을 쓰러뜨리기 위해서는 자라데와 출혈 탄환을 조합하십시오.
  • 업그레이드된 저격소총과 헌츠맨은 헤드샷할 경우 대상이 폭발합니다.
Leaderboard class spy.png 스파이
  • 업그레이드된 전자 교란기는 적 군단을 무력화시키고, 거대 로봇을 느리게 합니다
  • 스파이의 변장은 모든 적 로봇을 속일 수 있습니다. 그저 로봇은 근처에서 백스탭을 하거나 스파이가 불에 붙은 경우에 스파이를 감지합니다.
  • 업그레이드된 은 장갑을 관통하여, 거대 로봇에게 더 많은 피해를 줍니다.

게임플레이

For the sake of identification, all human players are dressed as RED and identified as team DEFENDERS while all robots use BLU colors in their visual effects and in the kill feed. Games are played in waves, each containing a pre-set number of enemies. Various support classes also spawn in periodically until the wave is over.

Before each wave begins, Defenders are shown relevant information in the top HUD, such as the enemies the next wave will contain, the current wave, and the number of waves for that mission. Pre-set enemies have a number under each icon to indicate how many will be present in the wave, while support classes are listed to the right-hand side. A flashing blue icon means that the enemy or enemies will always fire critical hits. During pre-wave intervals, Engineers are able to instantly place level 3 buildings and Medics have a notably faster ÜberCharge fill rate.

When at least three players enter a Mann vs. Machine server, the option to ready up is enabled. Once one player declares they are ready, a 150-second countdown clock begins. As more players ready up, the countdown clock reduces to a minimum of 30 seconds until all players are ready. When all players are ready, the countdown reduces to 10 seconds. When the countdown ends, the wave begins. Players joining the server during the countdown will not increase the time.

When the wave begins, the top HUD will change to show a strength gauge to depict the quantity of pre-set enemies left. Robots will begin spawning in the battlefield in groups. Until they are on platforms that are accessible by players, attacking a robot will do nothing but cause them to glow as if they were ÜberCharged. During the wave, information about certain enemies may appear in the top HUD and will be announced by the Administrator.

  • Sentry Buster - Sentry Busters are large, bipedal stickybombs that will run, stop, and self-destruct near Sentry Guns. If an Engineer is moving their Sentry Gun, the Sentry Buster will chase them until they stop. These enemies only appear in response to effective Sentry Guns built by an Engineer on the defending team and will spawn more often if there are multiple effective Sentry Guns. A common strategy is for the Engineer to pick up their Sentry and run away from other players on the map and touch the Sentry Buster. This will cause the Sentry Buster to stop and it will explode. Another common strategy is for the Engineer to sacrifice their Sentry Gun by allowing the Sentry Buster to destroy it in a safe location. This will stop the Sentry Busters from spawning for a period of time.
  • Tank - Heavily-armored tanks will enter the field from specific entry points. They won't attack but will move implacably towards the bomb hatch until they are destroyed or reach their destination. They may crush any unfortunate player or robot that gets stuck between them and a wall. Tanks do not need to carry or retrieve the main bomb, as each one contains its own.
  • Sniper - Sniper Robots spawn like regular robots, but will mostly try to snipe players from higher platforms instead of running with the horde. All Sniper Robots except those carrying the Huntsman are unable to headshot.
  • Spy - Unlike other robots, Spy Robots may spawn anywhere where players aren't looking in the field by use of their cloaking. They can disguise as friendly players, backstab players, and can sap Engineer buildings. The Announcer will call out the number of Spy Robots remaining after each successive one is killed.
  • Engineer - Engineer Robots can enter in two ways - one, more common variation of the robot will teleport into the map near the bomb, while two rarer versions with half of the health will enter normally. Upon reaching a predetermined nest area, the Robot Engineer commences building a Teleporter, which acts as a forward spawn point for the robots, and a Sentry Gun to defend it.

After each successful wave, the defenders will be evaluated based on how well money was collected (with a credit rating ranging from F to A+). If all the piles of money are collected (the A+ grade), the team will earn a $100 bonus. Once a mission is completed, the defenders will be given a final evaluation, and the server will load the next Mann vs. Machine map after an interval of 20 seconds.

포기

File:2013-03-02 00001.jpg
An example of the matchmaking screen when the penalty is applied

Introduced in the 2012년 10월 17일 패치, rules regarding players "abandoning" games have been implied. A player is considered to have "abandoned" a game if they meet all of the following criteria:

  • Leave a game while playing a Mann Up game on an official server; and
  • Have not played through a single wave to completion or failure; and
  • There are 5 or more players currently connected to the server (including the player).

If they meet all of the criteria repeatedly, the player will temporarily be placed in a low-priority queue, resulting in a significantly longer wait upon matchmaking.

Otherwise, it is safe to disconnect a game without being considered "abandoning" the game.

If a player presses the disconnect button, the player will receive a message telling them whether it is safe to leave. The player will either abandon the game with a penalty or without depending on the occasion. However, if the player leaves by other means (such as changing server via console or the in-game Steam HUD), they will not receive a message and may get a penalty without being notified.

If a player loses their connection while in-game, the spot will be reserved for the player and will have 3 minutes to rejoin. If the player does not rejoin after the time is up, the player will have been counted as leaving the server intentionally. If the game has crashed or the player loses their Internet connection, then the player can then restart Team Fortress 2 and the player will be given a prompt to reclaim their spot in the match. This prompt will inform the player of the penalties they will get if they decline the spot. If the player fails to rejoin within the three minutes and they fill out the criteria listed above, then it will count the player as having abandoned the match.

If a player is kicked for being idling whilst in a match, then it will be counted as quitting intentionally and therefore will incur a penalty. If a player is votekicked from a server, they will not be considered as leaving intentionally and will not incur a penalty.

전략

본문: Community Mann vs. Machine strategy

본문: List of maps

Mann 대 기계의 맵은 이름 앞에 mvm_를 가지고 있습니다.

이름 사진 파일 이름
Big Rock Mvm bigrock.png mvm_bigrock
Coal Town Poster Coal Town.png mvm_coaltown
Coaltown Event Mvm coaltown event.jpg mvm_ghost_town
Decoy Decoy.png mvm_decoy
Mannworks Poster Mannworks.png mvm_mannworks
Rottenburg Rottenburg.png mvm_rottenburg

관련 도전과제

본문: Mann vs. Machievements

업데이트 내역

2012년 8월 15일 패치
  • Mann vs. Machine 모드를 추가하였습니다.
  • 맵들을 추가하였습니다: Coal Town, Decoy, 그리고 Mannworks.

2012년 8월 17일 패치

  • Fixed a client crash related to Mann vs. Machine stats.
  • Fixed a crash related to server plug-ins spawning a Tank before the game is ready.
  • Updated the dedicated server to exit when attempting to start a Mann vs. Machine map with less than 32 maxplayers.
  • Fixed mp_timelimit causing Mann vs. Machine mode to not reset properly when the defenders lose.
  • Fixed the Mann vs. Machine wave loss/victory dialog buttons not being clickable sometimes.
  • Fixed the Mann vs. Machine victory dialog getting stuck on the screen.
  • Fixed the Mann vs. Machine wave summary dialog showing up at the beginning of the first wave.
  • Fixed the disconnect reason not being localized properly for Mann vs. Machine mode.
  • Fixed player glow colors not based on player health in some community mods outside of Mann vs. Machine mode.
  • Removed console spew related to missing movement warnings.
  • Updated the matchmaking ConVar tf_mm_strict.

2012년 8월 21일 패치

  • Fixed matchmaking sending players to out-of-date servers.
  • Fixed the server browser showing an incorrect player count in MvM games.
  • Fixed MvM intro video not playing on some Macs.
  • Fixed the sound precache string table being nearly full in non-MvM games.
    • This was causing the "error writing string table baseline" and "failed reading message net_SetConVar" errors.

2012년 8월 23일 패치

  • Added a command "player_ready_toggle" for players to ready-up.
    • Can be bound to any key in the Keyboard tab of the Options dialog.
  • Fixed a few MvM sounds not being precached properly.
  • Added Taskbar Window Flash and Drum Roll sound on successful match making for Windows users.
    • Sound will play even if the game is minimized.
  • Added difficulty text "Normal" and "Advanced" to the MvM scoreboard when playing official Valve missions.
  • Fixed UI Bugs related to the MvM splash screens (Wave Loss and Victory).
  • Server browser will now show MvM mission name in the "map" column. (E.g. "mvm_mannworks_advanced").
  • Fixed a crash when spawning the tank in non-MvM games. Added SetHealth, SetMaxHealth, AddHealth, and RemoveHealth inputs to the tank entity

2012년 9월 10일 패치

  • Fixed an issue in the Server Browser where replay bots would add to the player count.
  • Fixed a bug that would sometimes cause the bomb to get positioned incorrectly when dropped.
  • Added safeguards to prevent bots from getting stuck in certain cases.
  • Fixed Steel Gauntlet robots failing to destroy mini-Sentry Guns on slopes.
  • Fixed the party leader’s mission completions showing in the game lobby instead of your own.

2012년 9월 21일 패치

  • Matchmaking search criteria supports selecting multiple missions.
  • Matchmaking will prevent late joining into the a server near the end of the last wave.
  • Added the tour number to the information on the scoreboard.
  • Fixed a false positive for the achievement "Clockwork Carnage".
  • Added a new command "bot_hurt".
    • Parameters -name [bot name], -team [red/blue/all], -damage [amount].

2012년 9월 27일 패치

  • Fixed a bug where players could only buy 1 upgrade at a time from the Upgrade Station.
  • Fixed a bug where the Victory dialog would sometimes show during incorrect times.

2012년 10월 9일 패치

  • Added two tours of duty, each with unique loot:
  • If a player connects to a MvM game through matchmaking and loses their connection, their spot will be held for a brief duration and they will be given a chance to reconnect.
  • After victory on a Mann Up server, the players will be put into a lobby together.
  • Improved matchmaking searching status screen.
  • Balance changes:
    • Explosive Headshots
      • Damage is now 150 regardless of upgrade level.
      • Damage is done in one tick instead of the previous six.
      • Added a slowing effect based on upgrade level (50%-80% slow, 2-4 second duration).
      • Radius still scales with upgrade level (unchanged).
    • Marked For Death duration reduced to 7 seconds from 15 seconds when the target is a giant robot.
    • Reduced the "effect bar recharge rate increased" upgrade from 20% increments with an 80% cap to 15% increments with a 60% cap.

2012년 10월 17일 패치

  • Added a penalty system to deter players from repeatedly abandoning Mann Up games.
  • Corrected the respawn time for the Mannslaughter mission.
  • Updated MissionCycle behavior. Servers will always cycle to a mission listed in the MissionCycle file.

2012년 10월 26일 패치 (Spectral Halloween Special)

  • Added map: Coaltown Event.

2012년 10월 27일 패치

  • Fixed a Linux dedicated server crash related to Mann vs. Machine mode.

2012년 11월 16일 패치

  • Fixed a dedicated server memory leak when running Mann vs. Machine mode.
  • Fixed an Mann vs. Machine exploit that allowed permanent ubercharge/critboost effects on non-Mann-Up servers.

2012년 11월 29일 패치

  • Fixed Mann vs. Machine popfiles not properly resetting on changelevel.

2012년 12월 20일 패치

  • Added a tour of duty with unique loot:
    • Operation Mecha Engine, with 3 advanced skill missions.
    • Map mvm_bigrock.
    • Engineer Botkiller items.
  • Added Engineer robot.

2012년 12월 21일 패치

  • Added "Benign infiltration" to the Mann Vs. Machine mission-cycle file for servers.
  • Fixed a Dead Ringer Spy exploit in Mann Vs. Machine mode.
  • Fixed a lighting issue in mvm_bigrock.

2013년 1월 8일 패치

  • Fixed clients being able to issue mp_tournament_restart, tournament_readystate, and tournament_teamname commands.
  • Fixed an exploit that allowed players to stun a mini-boss.
  • Updated mvm_bigrock with some new func_nobuild areas.

2013년 1월 16일 패치

  • Fixed spectator bots picking up the bomb in Mann Vs. Machine.

2013년 2월 1일 패치

  • Fixed a bug with item sets incorrectly applying their bonus when using Mann Vs. Machine upgrades of the same type.

2013년 2월 22일 패치

  • Fixed giant robots sometimes getting stuck in Mann Vs. Machine.

2013년 3월 19일 패치

  • Fixed the boss health bar sometimes disappearing.
  • Fixed the uber Medics in Wave 4 of the Broken Parts mission charging at the incorrect rate.

2013년 3월 27일 패치

  • Fixed Engineer bots in Mann Vs. Machine building disposable Sentry Guns that upgrade into tiny, red, level 3 Sentry Guns.

2013년 4월 3일 패치

  • Fixed a bug in Mann Vs. Machine related to carrying buildings and using the "Upgrade Buildings" canteen.

2013년 5월 13일 패치

  • Fixed a bug that allowed level 3 mini-sentries in Mann Vs. Machine mode.

2013년 7월 10일 패치

  • In MvM, if all team members unready, the pre-round countdown will stop.
  • In MvM, when robots are killed by sniper headshots or explosive headshot upgrade, they will drop 'red' money that will automatically be collected when it would otherwise dissolve.
  • Renamed mvm_coaltown_event to mvm_ghost_town to fix a problem with voting for challenges in MvM when on Coal Town.
  • mvm_bigrock:
    • Fixed players building on rock in cave section.

2013년 7월 11일 패치

  • Fixed incorrect projectile speed attributes being applied to giants in Mann vs. Machine.

2013년 7월 15일 패치

  • Fixed some missing Sapper particles in Mann vs. Machine mode.

2013년 10월 29일 패치 (Scream Fortress 2013)

  • Enabled Mann vs Machine event map Wave 666 in bootcamp.
  • Fixed not being able to earn the Brotherhood of Steel achievement in MvM. (play with 5 friends)
  • [언급되지 않음] Inspecting a player in Mann vs. Machine (default key: F) now shows the upgrades of the player who is currently being inspected.

2013년 11월 21일 패치 (Two Cities Update)

  • Operation Two Cities
  • Players can earn a "Refund Upgrades" credit by collecting money during waves.
    • The amount required is listed in the scoreboard, and varies per-mission.
    • Any money collected – whether winning or losing – will count toward earning a credit.
    • To redeem, visit an Upgrades station and click the "Refund Upgrades" button.
    • Any money spent on buy-backs and Canteen charges will not be refunded.
  • Detailed player performance stats added to the scoreboard.
    • Damage and Tank. Total damage done to Gray Mann's forces.
    • Healing. Direct healing done to other players.
    • Support. A composite value that reflects anything a player has done to help their team:
      • Examples: reset a bomb, stun or slow an enemy, provide increased damage, block damage with invulnerability or shield, and lots more.
    • Money. The amount each player has collected.
  • Players can inspect upgrades on teammates via the "Inspect" key. ("F" by default)
  • Medic
    • Revive (no upgrade required)
      • Teammates leave behind a revive marker when they die.
      • Target the marker with your Medi Gun to revive them.
    • Projectile Shield Upgrade
      • Build Energy by healing teammates, reviving and preventing damage via Invuln ÜberCharge.
      • Press ATTACK3 to activate when Energy meter is full. (mouse3 by default)
      • While active:
        • Blocks all enemy projectiles.
        • Damages enemies on touch.
    • Mad Milk Syringes Upgrade
      • Syringe Gun needles apply Mad Milk (heal-on-hit for teammates) on contact.
    • Healing Mastery Upgrade (previously two separate upgrades)
      • +25% heal rate per point.
      • +25% revive rate per point.
      • +25% self-regen rate per point.
    • Overheal Expert Upgrade (previously two separate upgrades)
      • +25% more overheal per point.
      • +50% duration per point.
    • Canteen Specialist Upgrade.
      • Shares canteen charge effects with heal target
      • +1 second charge duration per point.
      • -10 canteen charge price per point.
  • Soldier
    • Rocket Specialist Upgrade
      • +15% rocket speed per point.
      • On direct hits
        • Stuns target (duration increases per point).
        • +15% increased blast radius per point.
        • No range-based falloff damage.
  • Heavy
    • Attack Projectiles Upgrade
      • Now has two levels.
        • Level one is less effective than before.
        • Level two is more effective than level one used to be.
      • Price reduced from 600 to 400 per point.
    • Rage Pushback upgrade activation moved to ATTACK3 (mouse3 by default)

2013년 11월 22일 패치

  • Fixed a server crash related to damaging the tank with the new Medic shield.
  • Fixed bots trying to attack an old sentry location after the gun has been picked up by the Engineer.
  • Fixed a bug that would cause robot "gate hat" items to be craftable. Gate hats that were crafted while the bug was active have self-destructed and become limited-quantity Glitched Circuit Boards as a commemorative token.
  • Fixed the Health Regen MvM upgrade string mistakenly displaying %.

2013년 11월 26일 패치

  • Fixed the Mann vs. Machine return-to-lobby timer not updating properly after a mission has been completed.

2013년 11월 27일 패치

2013년 12월 6일 패치

  • Fixed a client crash related to the Mann vs. Machine mission victory panel.
  • Fixed players who join in the middle of a mission not receiving the Upgrade Refund credit if it has been earned by the team.
  • Fixed an exploit that allowed purchasing upgrades for weapons other than what they were intended for.
  • Updated mvm_rottenburg
    • Fixed a bug where the bomb could get stuck out of reach in the corner near the cap.
    • Fixed a bug where bots could be instantly killed by being pushed into the tank tunnel once opened.
    • Fixed a bug where money could get stuck in the tank barricade when it was rebuilt, preventing collection.
  • Updated mvm_mannhattan
    • Rebalanced Empire Escalation.
    • Fixed credits not always being collected when they fall into the grinder.
    • Fixed a bug that allowed the gates to be captured out of order.
    • Fixed a lighting bug related to lower graphics settings that cause the map to be too dark.
  • [언급되지 않음] Giant Bonk Scout: Reduced bonk regen bonus from +65% to +45%.
  • [언급되지 않음] Colonel Barrage: Removed -90% rage attribute.
  • [언급되지 않음] Colonel Barrage (gatebot variant): Removed -90% rage attribute until after all gates are captured.
  • [언급되지 않음] Major Crits (boss gatebot variant): Increased projectile speed penalty from -60% to -65%, and reduced rage penalty from -90% to -80% after all gates are captured.
  • [언급되지 않음] Major Crits (non-boss gatebot variant): Decreased reload rate bonus from +78% to +60%, increased projectile speed penalty from -60% to -65%, and removed -90% rage attribute.
  • [언급되지 않음] Giant Heal-On-Kill Heavy (boss gatebot variant): Increased rage giving penalty from -10% to -40%.

2013년 12월 20일 패치

  • Fixed being able to inspect Blue-team bots.
  • Fixed the mission victory screen not always showing the correct information for each player.

2014년 1월 9일 패치

  • Fixed the Mann vs. Machine scoreboard not always displaying values correctly.
  • Fixed an exploit in Mann vs. Machine related to purchasing upgrades.

2014년 1월 23일 패치

  • Fixed the bots not being able to equip multiple cosmetic items.
  • Fixed Scout bots not playing the correct animation when stunned with the Sandman.
  • Fixed not being able to reset the countdown timer if a player disconnects while Ready.
  • Updated the countdown logic to un-Ready a team if someone quits during the final 10 seconds or disconnects while everyone else is Ready.
  • Updated mvm_rottenburg
    • Improved collision near barricade to reduce players getting stuck.
    • Fixed credits not always being collected when they fall into the barricade.
  • Updated mvm_mannhattan
    • Fixed being able to construct buildings inside the respawn room.
    • Fixed a material problem near the hatch.

2014년 2월 7일 패치 #1

  • Fixed the MvM upgrade menu closing when a Strange item has its counter increment.

2014년 3월 5일 패치

  • Fixed an exploit in Mann vs. Machine mode related to purchasing upgrades for free.

사용되지 않은 내용물

  • RED 버젼의 로봇들을(탱크와 센트리 버스터 예외)게임 파일 안에서 찾아볼 수 있습니다.

상식

  • Originally, Valve had planned for players to play as both BLU and RED team, as seen in the Mann Vs. Machine trailer. It proved too confusing in play tests however, and was inevitably removed.

버그

  • Sometimes a menu such as team, class, or upgrade choice will freeze on screen, forcing the player to refresh the HUD. (This can be accomplished by typing hud_reloadscheme in the console or pressing Tab ⇆.)
  • When killed by a dead bot, such as from afterburn, or when removing a destroyed Spy bot's Sapper, the kill feed may show that the bot has moved to spectator mode. This is due to the internal routine that reassigns bot players for the next attack.
  • Sometimes after the wave is complete, the Administrator will continue to issue warnings about the bomb's progress. This does not impede progress in any way.
  • Bots will occasionally become stuck when jumping down into the map from their spawn. On rarer occasions this will cause the bot to immediately die upon touching the ground.
  • Giant bots have been known to die upon falling from a decent height, regardless of health remaining.
  • Bots that are destroyed while speaking and players who are killed while using Mann vs. Machine-related responses will continue speaking after their destruction/death. Tank Robots that are destroyed as they stop to deploy the bomb will continue to play the buzz and ding sound sequence.
  • It is possible for the Administrator to announce the team has failed the mission when they haven't, by destroying the bomb carrier as it is about to disappear into the bomb hole. The bomb hatch will be destroyed, but the game considers the bomb undeployed. In this case, the real bomb will never make it to the hatch as it will continue to kill anything that steps in to it.
  • Sometimes, when the map is finished, the loot screen shows up empty. This situation becomes recurrent for the player affected.
  • There is a small number of Sentry Gun placements that are immune to Sentry Busters. If the target sentry is in one of these areas, the Sentry Buster will spawn, and without jumping down or exiting spawn, they will blow up. This does not show in the kill feed, and the Sentry Buster icon at the top of the screen will remain.
  • Certain sounds will become stuck in a loop if a wave is failed while they are playing. A notable example of this is the sentry buster sound. This can be easily fixed by typing snd_restart into the console.
  • Rarely, before the round, the bomb will appear in the spawn points for the bots for all maps with no bot carrying it. An extremely rare case of this is the bomb being teleported to the hatch at start of the round.
  • Rarely, most of the robots' voice lines may not be robotized at all.
  • Robot Spies' voices will not be robotized when heard from a distance (this excludes the laugh that is constantly heard when they are present on the map).
  • Rarely, near the last third of the sixth wave on Big Rock, if one or more players leaves and is matched back into the server, the spawn rate of robots will drastically decrease, and most classes will not spawn at all. If a special class (Spies, Snipers) is active when this occurs, they will spawn in groups of two at a speed of about once per thirty seconds. When this occurs, friendly Sentry Guns will attempt to target players, though they will not do any damage. The only known method of circumnavigating this bug when it occurs is to restart the game entirely.
  • Sometimes on Mann Up servers there is a glitch where players cannot join the server. The only way to fix it is for every player to leave the server.
  • Rarely a Demoman Bot will glitch, with only his sword viewable, this bot can not be killed by any means known. Only option is to let the bots plant the bomb to restart the round. If players choose to vote to restart the round (because there are no more bots to kill or deliver the bomb and players are now stuck on an unfinished round) there is a small chance that the resulting restart will cause all bots to spawn more slowly. Although this may make the round easier to win it will increase the amount of time to win the wave (all waves are affected) to over 10 minutes per wave.
  • Very rarely, a robot may appear as a giant when it shouldn't be, or vice versa. Sometimes, the giant may still have the health of the smaller counterpart, or it may have the health that the giant version has.
  • Rarely, if a Engineer Robot's Teleporter is not destroyed and the wave ends, the Teleporter will not self destruct and continue spawning robots when the next wave begins.
  • Occasionally, if a Giant Robot is destroyed with the Medic's Projectile Shield, it will create a normal sized robot ragdoll with a proportional head size to the giant.
  • If a player is inspected during setup or mid-game, upgrades may be lost. If occurring during setup, money spent on the lost upgrades will be refunded. If occurring mid-game, however, there will be no refund on lost upgrades.
    • This happens most often with building upgrade canteens.
  • Rarely, Bots may stop spawning and cause the wave to be unbeatable, this can only be fixed by restarting the map.
  • Sometimes, when playing two Mann Up missions in one play session, the second mission completion loot screen might show the loot screen from the previous mission, also the advice for "Found Items" won't show up, items will still be obtained after updating backpack.

외부 링크