Robots
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
|
” |
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 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 behavior. 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 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 can be dispatched in groups known as "squads". One robot is designated as the leader of the squad, and the other robots in the group will follow and surround the leader. If the leader is killed, the rest of the group will scatter and act independently. Medic Robots automatically heal the leader of their squad and attempt to stay behind them, as opposed to other squadmates that tend to cluster in front.
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 (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 |
---|---|---|---|
Scout | Scattergun Bat |
|
125 |
Soldier | Rocket Launcher |
|
200 |
Pyro | Flame Thrower |
|
175 |
Demoman | Grenade Launcher |
|
175 |
Heavy | Minigun |
|
300 |
Engineer | Shotgun Wrench |
|
500 or 275 |
Sniper | Sniper Rifle Kukri |
|
125 |
Spy | Revolver Sapper Knife Disguise Kit Invisibility Watch |
|
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 Weapons/Cosmetics | Abilities/Notes | Health |
---|---|---|---|---|
Scout | Minor League Scout | Sandman Batter's Helmet |
|
125 |
Hyper League Scout |
| |||
Bonk Scout | Bonk! Atomic Punch Bonk Helm |
| ||
Force-A-Nature Scout | Force-A-Nature Fed-Fightin' Fedora Bolt Boy |
| ||
Jumping Sandman Scout | Sandman Hanger-On Hood Flight of the Monarch |
| ||
Shortstop Scout | Shortstop |
| ||
Soldier | Buff Soldier | Buff Banner |
|
200 |
Extended Buff Soldier |
| |||
Extended Backup Soldier | Battalion's Backup | |||
Extended Conch Soldier | Concheror | |||
Black Box Soldier | Black Box |
| ||
Blast Soldier | Liberty Launcher |
| ||
Pyro | Flare Pyro | Flare Gun (type 1) Detonator (type 2) |
|
175 |
Pyro Pusher | Scorch Shot |
| ||
Fast Scorch Shot |
| |||
Demoman | Demoknight (Type 1) |
Eyelander Chargin' Targe |
|
150 |
Demoknight (Type 2) |
Ali Baba's Wee Booties Splendid Screen Persian Persuader Sultan's Ceremonial |
|
200 | |
Burst Fire Demoman | Grenade Launcher |
|
175 | |
Samurai Demo | Splendid Screen Half-Zatoichi Samur-Eye |
|
650 | |
Heavy | Heavy Shotgun | Shotgun |
|
300 |
Deflector Heavy | Deflector U-clank-a |
| ||
Heavyweight Champ (Type 1) |
Killing Gloves of Boxing Pugilist's Protector |
| ||
Heavyweight Champ (Type 2) |
Gloves of Running Urgently |
| ||
Steel Gauntlet | Fists of Steel |
|
900 | |
Steel Gauntlet Pusher | Fists of Steel Carl |
| ||
Heavy Mittens | Holiday Punch |
|
60 | |
Medic | Quick-Fix Medic | Quick-Fix Syringe Gun |
|
150 |
Über Medic | Medi Gun Syringe Gun |
|
150 | |
Sniper | Bowman | Huntsman |
|
125 |
Rapid Fire Bowman | Huntsman |
|
1200 | |
Sydney Sniper | Sydney Sleeper |
|
125 | |
Razorback Sniper | Razorback |
|
Giant Robots
Giant Robots are notably larger than other robots. They can only be slowed by a Sapper rather than destroyed by it or Pyro's Airblast 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 knockback, except for the Loose Cannon, which pushes them either back or directly up while slowing them.
Giant Robot versions exist of the Scout, Soldier, Pyro, Demoman, Heavy, and Medic. Multiple Giant Robots can occur in a single wave, either of the same class or not.
Machine Class | Name | Equipped with | Abilities | Health |
---|---|---|---|---|
Scout | Super Scout | Holy Mackerel Bonk Boy |
|
1200 |
Force-A-Nature Super Scout | Force-A-Nature Fed-Fightin' Fedora Bolt Boy |
| ||
Giant Jumping Sandman Scout | Sandman Hanger-On Hood Flight of the Monarch |
| ||
Major League Scout | Sandman Batter's Helmet Essential Accessories |
|
1600 | |
Giant Bonk Scout | Bonk! Atomic Punch Bat Bonk Helm |
| ||
Armored Giant Sandman Scout | Sandman Batter's Helmet |
|
3000 | |
Soldier | Giant Soldier | Rocket Launcher |
|
3800 |
Giant Buff Banner Soldier |
| |||
Giant Battalion Soldier | ||||
Giant Concheror Soldier | ||||
Giant Rapid Fire Soldier |
| |||
Giant Burst Fire Soldier (Type 1) |
| |||
Giant Charged Soldier | Original |
| ||
Giant Blast Soldier | Liberty Launcher |
| ||
Colonel Barrage | Rocket Launcher |
|
4000 | |
Giant Black Box Soldier | Black Box |
|
4200 | |
Giant Burst Fire Soldier (Type 2) | Rocket Launcher |
| ||
Sergeant Crits |
|
60000 | ||
Major Crits |
| |||
Chief Blast Soldier | Liberty Launcher |
| ||
Pyro | Giant Pyro | Flamethrower |
|
3000 |
Giant Flare Pyro | Detonator Old Guadalajara |
| ||
Demoman | Giant Rapid Fire Demoman | Grenade Launcher |
|
3300 (Type 1) or 3000 (Type 2) |
Giant Burst Fire Demo |
|
3300 | ||
Giant Demoknight | Ali Baba's Wee Booties Chargin' Targe Eyelander |
|
3300 | |
Major Bomber | Grenade Launcher Prince Tavish's Crown |
|
40000 | |
Sir Nukesalot | Loose Cannon |
|
50000 | |
Heavy | Giant Heavy | Minigun |
|
5000 |
Giant Shotgun Heavy | Shotgun |
| ||
Giant Deflector Heavy | Deflector U-clank-a |
| ||
Giant Heater Heavy | Huo-Long Heater |
| ||
Captain Punch | Fists of Steel War Head |
|
60000 | |
Giant Heal-on-Kill Heavy | Deflector Tungsten Toque |
|
70000 | |
Medic | Giant Medic | Quick-Fix |
|
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. An exploding Sentry Buster damages everything within range, including other robots. When it reaches a Sentry Gun, a Sentry Buster will crouch and begin to spin. During this short period, an Engineer can and should pick up his Sentry Gun and run away with it. The Sentry Buster will not pursue, and he can escape with his Sentry intact.
Machine | Based on | Notes | Health |
---|---|---|---|
Sentry Buster | Demoman |
|
2500 |
Tank Robot
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 (though it can kill players and other robots via crushing between walls or props while turning), it cannot be slowed, stunned, marked-for-death or coated in any throwable and it cannot suffer from afterburn. It does, however, carry a bomb, and it cannot be stopped by any means other than its destruction. The final Tank in every mission features black and white stripes. It also has a 75% resistance to all heavy miniguns.
Machine | Notes | Health |
---|---|---|
Tank |
|
Anywhere between 10000 and 60000 on official maps, based on the length of the path the Tank must travel and its intended difficulty |
Related achievements
Mann vs. Machievements
|
|
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.
- There is an unused Gatebot helmet in the files, which resembles a Payload bomb with lights on the eyes, sides and on top. There are also three Gatebot lights specific to the Medic Robot. One adds a light to the chest and the back of the head, one adds a similar set of lights, but with more metal around them, and the other one puts a light with a small cable hanging off of it, made to resemble a fez, on top of the head.
- In the game's files, there are two unused icons for Heavy robots. One is a RED variant of the Gloves of Running Urgently icon used in the Heavyweight Champ robot, the other is a Deflector icon that uses the 'explosive blast' sign from the Blast Soldier.
- Developer notes in the game files show that the Deflector robots were possibly supposed to push back players in a manner similar to Blast Soldiers. These robots would have had a large fire rate reduction, and it's possible this was what the unused Deflector icon was supposed to be used for.
- Below is the list of all robots that appear in the game's files, but are unused.
Scouts
Soldier Robot
Major Crits (Type 1)
Icon | Name | Primary | Secondary | Hat | Misc | Attributes |
---|---|---|---|---|---|---|
Major Crits | Black Box |
Gunboats |
Team Captain |
Fancy Dress Uniform |
40,000 HP 100% crit chance 500% damage bonus Rockets knock back enemies 100% larger blast radius Regenerates 1 HP per second +60% knockback resistance 200% slower reload 100% slower firing speed 1 degree rocket spread -60% move speed 1.9x larger in size |
Major Crits (Type 2)
Icon | Name | Primary | Hat | Attributes |
---|---|---|---|---|
Major Crits | Rocket Launcher |
Full Metal Drill Hat |
60,000 HP +60% knockback resistance Extra +90% vertical airblast resistance Provides 90% less rage Regenerates 40 HP per second 100% crit chance 1.5x damage dealt +26 rockets in clip +78% faster reload rate +80% faster firing speed -50% movement speed -60% projectile speed 5 degree rocket spread Does not fire until fully reloaded |
Giant Blast Soldier (Type 2)
Icon | Name | Primary | Hat | Attributes |
---|---|---|---|---|
Giant Blast Soldier | Liberty Launcher |
Dr's Dapper Topper |
Robot is Gatebot 4000 HP +60% knockback resistance Extra +90% vertical airblast resistance +5 rockets in clip +75% faster firing speed +80% faster reload rate +20% larger blast radius Rockets knock back enemies Provides 90% less rage -50% movement speed Does not fire until fully reloaded -25% damage dealt +4 degree rocket spread |
Giant Burst Fire Soldier (Type 3)
Icon | Name | Primary | Attributes |
---|---|---|---|
Giant Burst Fire Soldier | Rocket Launcher |
Robot is Gatebot 4200 HP +60% knockback resistance +200% damage dealt +5 rockets in clip +60% faster reload rate +80% faster firing speed -50% movement speed -10% slower projectile speed Does not fire until fully reloaded |
Giant Burst Fire Soldier (Type 4)
Icon | Name | Primary | Attributes |
---|---|---|---|
Giant Burst Fire Soldier | Rocket Launcher |
Robot is Gatebot 4200 HP +60% knockback resistance +100% damage dealt +5 rockets in clip +60% faster reload rate +80% faster firing speed -50% movement speed -10% slower projectile speed Does not fire until fully reloaded |
Chief Concheror Soldier
Icon | Name | Primary | Secondary | Attributes |
---|---|---|---|---|
Chief Concheror Soldier | Rocket Launcher |
Concheror |
50,000 HP +60% knockback resistance Extra +90% vertical airblast resistance Provides 90% less rage Spawns with full rage +800% longer buff duration -50% movement speed Does not fire until fully reloaded |
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 |
Giant Flare Pyro
Icon | Name | Secondary | Attributes |
---|---|---|---|
Giant Flare Pyro | Scorch Shot |
3,000 HP 80% faster firing speed Flares push players back on hit 40% knockback resistance -65% 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 |
Giant Rapid Fire Demo Chief
Icon | Name | Primary | Attributes |
---|---|---|---|
Giant Rapid Fire Demo Chief | Grenade Launcher |
60,000 HP +90% faster firing speed +35% faster reload rate +7 grenades in clip +10% faster projectile speed 100% crit chance +60% knockback resistance +60% airblast force reduction 2 degrees projectile spread 50% slower 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 |
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 |
Medic Robot
Uber Medic
Icon | Name | Primary | Secondary | Melee | Attributes |
---|---|---|---|---|---|
Uber Medic | Syringe Gun |
Medi Gun |
Bonesaw |
Spawns with Full Übercharge +400% faster heal rate -75% slower Übercharge rate Übercharge lasts 8 seconds (normal) |
Vaccinator Medic
Icon | Name | Primary | Secondary | Melee | Attributes |
---|---|---|---|---|---|
Medic | Syringe Gun |
Vaccinator |
Bonesaw |
Spawns with Full Übercharge +2400% faster Übercharge rate Übercharge lasts 108 seconds Vaccinator is set to Bullet Resistance |
Icon | Name | Primary | Secondary | Melee | Attributes |
---|---|---|---|---|---|
Medic | Syringe Gun |
Vaccinator |
Bonesaw |
Spawns with Full Übercharge +2400% faster Übercharge rate Übercharge lasts 108 seconds Vaccinator is set to Blast Resistance |
Icon | Name | Primary | Secondary | Melee | Attributes |
---|---|---|---|---|---|
Medic | Syringe Gun |
Vaccinator |
Bonesaw |
Spawns with Full Übercharge +2400% faster Übercharge rate Übercharge lasts 108 seconds Vaccinator is set to Fire Resistance |
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 |
Rapid Fire Bowman (Type 2)
Icon | Name | Primary | Attributes |
---|---|---|---|
Bowman Rapid Fire | Huntsman |
1.5x larger in size 1200 HP +30% smaller head size +40% faster firing speed -15% movement speed |
Bosses
Blimp
Icon | Name | Attributes |
---|---|---|
Blimp | Not much is known about the Blimp, although in Mannhattan there's a large number of logical entities referring to a "mini_tank". An icon for the Blimp was added to the game with Two Cities update |
Bugs
- When a robot is forced to laugh from the Holiday Punch, the player can hear their laughter, but there is only an animation for the Engineer Robot. When laughing, they still have the ability to move, but cannot fire their weapons.
- Hitting a Sentry Buster with the Holiday Punch in the back used to cause it to stand still for a few seconds and then explode, as the robot uses its taunt to detonate itself. This could have been used to detonate a Sentry Buster early.
- When robots do Taunts that are taunt kills, their unique robot animations don't always reflect their hitboxes, meaning that it's possible to get killed by these taunt kills at the wrong time.
- Sometimes, a robot's animation uses a different animation than a player would, but the hitboxes remain the same (E.g. a Demoknight robot taunting would show the kaboom taunt, but its hitboxes would be the Decapitation).
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 and the Sniper Robot, whose jaws 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).
- While all but the Engineer Robot have unique robotized taunts, they are still tied to a specific weapon. Demoman Robots, for example, will still use the Decapitation taunt if they taunt with a sword, which can kill any players in front of them.
- The Soldier and Demoman robots appear to use the regular human idle animations when they use some melee weapons, rather than the jittery idle animations used by the other robots.
- 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.
- Robot cosmetic hats, such as the Robot Running Man, Tin Pot, and Bolted Bushman are recolored versions of the actual robot hats. If set to equip the cosmetics, 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 1.75X in-game. All hitboxes are the same for most of these gigantic robots despite their head 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.
- The robot Heavy and Soldier have a smaller head inside their normal head. Both heads move at the same time with the same animations.
- Engineer Robots have appeared in the game files since the Mann vs. Machine Update, but were initially unused by Valve until the Mecha Update.
- There are unused headshot and backstab animations for all Robots.
- Heavy Robots have an unused alternative taunt for primary weapons. The only change is that instead of a thumbs up, the robot gives a thumbs down.
- The eye color of robots are determined by their difficulty. Blue eyes for Easy/Normal and yellow eyes for Hard/Expert.
- sniper robots holding the sniper rifle lack proper idle animations, where they violently shake.
- although never seen, robot medics have animations for idling with melee.
External links
|
|