Tank Robot

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Tank Robot
Tank Robot
Basic Information
Health: Varies

Lowest: 10000
Mannhunt: Wave 6D, 6E, and 6F

Highest: 60000
Caliginous Caper: Sub-wave 8G

Speed: 25%
We don't know what this thing is, but it's big as hell, looks unstoppable, and it probably runs on human blood. We're just guessing that last part, because it's usually covered in it.
— Day 1 of the Mann vs. Machine update

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

After entering the map, tanks slowly travel along a set path to the bomb hatch before deploying their bomb and ending the round. This path is unique to each map and may differ from the path of other robots in the wave, if any. They have their own bomb, independent of the one carried by the other robots, and in waves with tank(s) and bomb-carrying robots, both the tank and the robots must be destroyed to complete the wave.

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

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

Health

Health
10000 Mannhunt (wave 6D, 6E, and 6F)
12000 Mannslaughter (wave 3B)
13300 Cave-in (wave 4)
14000 Mean Machines (wave 5A)
16000 Quarry (wave 6B)
17500 Cave-in (wave 2B)
18000 Machine Massacre (waves 4 and 7A)
Mech Mutilation (wave 1C)
20000 Doe's Drill (waves 3 and 8)
Mann-euvers (wave 2)
Doe's Doom (waves 7)
Mannhunt (wave 3)
Ctrl+Alt+Destruction (wave 7B)
CPU Slaughter (waves 6C and 6E)
Machine Massacre (wave 7D)
Mech Mutilation (wave 3D)
Cataclysm (waves 4A and 7A)
Mannslaughter (waves 5C and 5E
21000 Quarry (wave 1)
22000 Desperation (wave 4)
22500 Mann-euvers (wave 7)
24000 Doe's Doom (waves 2A)
25000 Day of Wreckening (waves 2 and 6B)
Cave-in (wave 6B)
Mannhunt (wave 5C)
Disk Deletion (waves 6, 8A-1, and 8A-2)
Data Demolition (waves 3D and 4A)
Ctrl+Alt+Destruction (wave 5)
26000 Mean Machines (wave 3A)
28000 Crash Course (wave 3)
30000 Crash Course (wave 5)
Data Demolition (waves 6B and 6D)
Ctrl+Alt+Destruction (wave 2A)
CPU Slaughter (wave 6A)
32000 Data Demolition (wave 6A)
33000 Crash Course (wave 6B)
35000 Quarry (wave 5)
Ctrl+Alt+Destruction (wave 7D)
Desperation (wave 7A)
CPU Slaughter (wave 4)
<Cataclysm (wave 3A)
Caliginous Caper (Sub-wave 4)
40000 Caliginous Caper (Sub-wave 5)
42000 Caliginous Caper (Sub-wave 7)
45000 Desperation (Sub-wave 7C-2)
Cataclysm (Wave 7F)
60000 Caliginous Caper (Sub-wave 8G)

Elimination

When a tank is the only robot in the wave (excluding support-class robots like Snipers), it should be focused by all players until it is destroyed. Kritzkrieg Medics and Canteens are extremely effective when paired with sustained high-damage classes like Heavies, Pyros, and Soldiers, or when used with Demomen using his Grenade Launchers and Stickybomb Launchers. Wrangled Sentry Guns also deal massive damage to tanks, but may have to be relocated once the tank passes out of their range or if they're in the tank's path. As well, the hitbox of the tank is very large, making weapons with "bullet spread", such as the Frontier Justice, effective even at medium-long range.

If a tank arrives with other robots, especially giant robots, consider killing the robots first, as tanks do not deal damage and can usually be dealt with after the regular robots if they have not traveled more than halfway. After arriving to the bomb hole, the tank will take a while to deploy its bomb, so the team still has time to destroy it.

Related achievements

Mvm navicon.png Mann vs. Machievements

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


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

Update history

August 15, 2012 Patch (Mann vs. Machine)

  • The Tank was added to the game.

August 17, 2012 Patch

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

September 4, 2012 Patch

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

Gallery

External links