Robots

From Team Fortress Wiki
Revision as of 17:13, 21 December 2012 by Keybored6522 (talk | contribs) (Regular Robots: added engineer)
Jump to: navigation, search

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
Gray Mann's mechanical army. Pictured here from left to right are robot Demomen, Soldiers, Pyros, Medics, Heavies, Snipers, Scouts, and Spies.

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. .

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 and do not drop their weapons as pickups on death.

One robot per wave will enter the field armed with a bomb. The primary directive of the robots is to transport this bomb to the hatch at the end of the map, and the Defenders must stop them. After the bomb is dropped, another robot can pick it up. Any robot can carry the bomb, excluding the Sentry Buster and the Tank (although the Tank carries a separate bomb). Spies and Snipers won't actively try to pick up the bomb, but will if forced on to it via knockback. Carrying a bomb will slow a robot to about half speed, except Giant Robots. After all robots in a wave are killed, the wave is completed, while if the bomb is transported to the hatch and detonated, the wave is lost.

Robots have rudimentary behaviour. Their main objective is to either pick up the bomb and follow the preset path to the bomb hatch, or escort whichever robot is already doing so. On the whole, they do not take alternate routes to the bomb unless the sub-wave is programmed to flank, or the bomb has been dropped in a location off the main path. Robots generally do not care about destroying Dispensers and Teleporters if they are not in the way. They are also completely oblivious to cloaked and disguised Spies: they ignore flickering cloaks, collisions with "teammates", uncloaking noises, and possible Dead Ringers. They can detect if a nearby teammate has been backstabbed, but not with regularity. They do however always notice when a Spy is on fire.

Robots receive certain buffs after a period of time carrying the bomb, with new buffs stacking with the previous ones. A graphic on the HUD indicates which stage the bomb carrier is on and how long until it receives the next buff. Upon receiving a buff, the robot carrying the bomb will taunt with an accompanying sound cue, and surrounding robots will halt to wait for the carrier. The defending team can and should use this as a window of opportunity to kill the bomb carrier, especially if the robot is getting the third upgrade. These buffs will not occur if the bomb carrier is a Giant, though the HUD graphic shows a full meter.

Stages Upgrades
Bomb carrier defense.png
First stage
Defensive buff, shared with all nearby robots
Bomb carrier health.png
Second stage
Health regeneration
Bomb carrier crits.png
Final stage
Full crits all the time

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
Scout
Scattergun
Bat
  • Runs faster than other robots (133% speed).
  • Attacks in groups.
  • Can use Bat or Scattergun, but only one. Cannot switch weapons.
125
Soldier
Soldier
Rocket Launcher
  • Can fire rockets.
  • Runs slower than the majority of robots (80% speed).
  • Attacks in groups.
200
Pyro
Pyro
Flame Thrower
  • Uses Flame Thrower to attack up close.
  • Can deal afterburn damage with flames that have made contact with players.
  • Can airblast rockets back at players, including Sentry Gun rockets.
175
Demoman
Demoman
Grenade Launcher
  • Uses Grenade Launcher to kill multiple enemies from a distance.
  • Runs slightly slower than other robots (93% speed).
175
Heavy
Heavy
Minigun
  • Uses Minigun to deal large amount of damage to nearby players.
  • Runs slower than all robots (77% speed).
300
Engineer
Engineer
Wrench
  • Spawns by teleporting onto the map near the bomb.
  • Builds a teleporter exit that acts as a forward spawn for the other robots.
  • Builds and maintains a sentry gun to guard the teleporter.
  • Support role only. A notification is always shown when an Engineer enters the map or its teleporter is built, and its entrance is announced by the Administrator. Killing one results in being notified if its teleporter is still active.
  • Non-support Engineers also exist that have less health, do not teleport in, and in some cases do not build teleporters at all.
500 or 275
Sniper
Sniper
Sniper Rifle
Kukri
  • Uses Sniper Rifle to deal damage which deal a large amount of damage and possibly an instant kill, to players.
  • Uses Kukri to deal damage to nearby players.
  • Cannot headshot.
  • Sniper Rifle emits a laser to give away the Sniper's position.
  • Support role only. A notification is always shown when a Sniper enters the map.
125
Spy
Spy
Revolver
Sapper
Knife
Disguise Kit
Invisibility Watch
  • Spawns from the players' side of the map.
  • Disguises as players to fool them.
  • Backstabs players from behind, usually while disguised.
  • Cloaks with the Invisibility Watch to avoid detection.
  • Saps Engineer buildings with the Sapper.
  • Uses the Revolver to shoot at players when discovered.
  • Support role only. A notification is always shown when a Spy enters the map, and its entrance is announced by the Administrator. Killing one results in being notified of how many Spies are left.
125

Variants

A number of variants based on the standard robots exist; their defining characteristics are based on other unlockable weapons rather than the signature Stock weapons. They are represented by a unique name and icon. Each special robot has the advantages and disadvantages of the original class it is based on, unless noted.

Machine Class Name Special Weapon Abilities/Notes Health
Scout
Scout
Minor League Scout
Minor League Scout
Sandman
Batter's Helmet
125
Bonk Scout
Bonk Scout
Bonk! Atomic Punch
  • Able to bypass defenses without taking damage.
Soldier
Soldier
Buff Soldier
Buff Soldier
Buff Banner
  • Will start with full rage and buff immediately.
200
Extended Buff Soldier
Extended Buff Soldier
Buff Banner
  • Will start with full rage and buff immediately.
  • 9x buff duration.
Extended Buff Soldier
Extended Backup Soldier
Battalion's Backup
Extended Conch Soldier
Extended Conch Soldier
Concheror
Pyro
Pyro
Flare Pyro
Flare Pyro
Flare Gun,Detonator
  • Able to attack outside of flamethrower range.
  • Deals crits and Mini-Crits against a burning target.
175
Pyro Pusher
Pyro Pusher
Scorch Shot
  • 100% crit chance.
  • 25% faster reload time.
  • Flares are only 35% of normal speed.
Demoman
Demoman
Demoknight
Demoknight
Eyelander
Chargin' Targe
  • Can cover large distances very quickly by charging.
  • Has longer melee range.
  • Upon killing, receives 3 seconds of guaranteed critical hits.
175
Heavy
Heavy
Steel Gauntlet
Steel Gauntlet
Fists of Steel
  • Resistant to ranged damage.
  • Weak to melee damage.
  • Attacks only with melee.
900
Heavyweight Champ
Heavyweight Champ (Type 1)
Killing Gloves of Boxing
Pugilist's Protector
  • Upon killing, receives 5 seconds of guaranteed critical hits.
  • Attacks in groups.
  • Attacks only with melee.
300
Heavyweight Champ
Heavyweight Champ (Type 2)
Gloves of Running Urgently
  • Runs faster than other Heavy robots, at 99.67% speed.
  • All damage taken is in the form of mini-crits.
  • Attacks alongside Heavyweight Champs (Type 1), in smaller quantities.
  • Attacks only with melee.
Heavy Mittens Champ
Heavy Mittens
Holiday Punch
  • Runs faster than other Heavy robots, at 100.1% speed.
  • Attacks alongside Heavyweight Champs, in smaller quantities.
  • Permanently critboosted, forcing players to laugh helplessly on a hit.
  • Attacks only with melee.
60
Medic
Medic
Quick-Fix Medic
Quick-Fix Medic
Quick-Fix
Syringe Gun
  • Heals other robots.
  • Heals quicker than with the normal Medi Gun.
  • Cannot use ÜberCharge.
  • When separated from its healing target, it will pull out a Syringe Gun and fire at players.
150
Über Medic
Über Medic
Medi Gun
Syringe Gun
  • Can heal other robots, building up ÜberCharge at a far faster rate.
  • Can ÜberCharge, or make a robot and itself invincible for a limited period of time, when the ÜberCharge meter is filled.
  • Spawns with nearly full Übercharge and will activate it as soon as either it or the healing target are reduced to 35% of their maximum health.
  • When separated from its healing target, it will pull out a Syringe Gun and fire at players.
150
Sniper
Sniper
Bowman
Bowman
Huntsman
  • Can fire arrows that quickly charge to do more damage and deal large amounts of damage in headshots.
  • Inaccurate from a distance.
  • Can appear in a primary role, unlike other Sniper robots.
125
Sydney Sniper
Sydney Sniper
Sydney Sleeper
  • Shoots Jarate-coated darts, which covers the player in Jarate, making all damage taken from enemies to be a mini-crit.
  • Cannot headshot.
Razorback Sniper
Razorback Sniper
Razorback
  • Shares the same attributes from normal Sniper bot, but cannot be backstabbed.

Giant Robots

Giant Robots are notably larger than other robots. They can only be slowed by a Sapper rather than destroyed by it, and they cannot be killed at full health by a backstab unless the knife is fully upgraded. They sport significantly more health than other robots, but move at half-speed. Unlike regular robots, they are not slowed at all while carrying the bomb. Their presence in a wave is noted by a red background behind their class symbol in the pre-wave overhead. Giant Robots that carry the bomb do not receive buffs for it. All Giant Robots also have resistance to knock back.

Giant Robot versions exist of the Scout, Soldier, Pyro, Demoman, Medic, and Heavy. Multiple Giant Robots can occur in a single wave, either of the same class or not.

Machine Class Name Equipped with Abilities Health
Scout
Scout
Major League Scout
Major League Scout
Sandman
Batter's Helmet
Essential Accessories
  • Can use the Sandman's stun ability.
  • Moves faster than most giant robots (67% speed), but still at reduced speed.
1600
Super Scout
Super Scout
Holy Mackerel
Bonk Boy
  • Moves at nearly double the speed of a normal Scout.
1600
Soldier
Soldier
Giant Soldier
Giant Soldier
Rocket Launcher
  • No special abilities.
3300
Giant Rapid Fire Soldier
Giant Rapid Fire Soldier
Rocket Launcher
  • Can fire rockets at a faster rate than regular Soldiers.
3300
Giant Charged Soldier
Giant Charged Soldier
Original
  • Rockets fired are always critical hits.
  • Rockets travel 50% slower.
3800
Pyro
Pyro
Giant Pyro
Giant Pyro
Flamethrower
  • Can, and will whenever possible, airblast incoming projectiles.
3000
Giant Flare Pyro
Giant Flare Pyro
Detonator
Old Guadalajara
  • Shoots deadly accurate shots with the Detonator.
3000
Demoman
Demoman
Giant Rapid Fire Demoman
Giant Rapid Fire Demoman
Grenade Launcher
  • Fires grenades at either 25% or 50% faster than a regular Grenade Launcher.
3000 or 3300
Giant Demoknight
Giant Demoknight
Ali Baba's Wee Booties
Chargin' Targe
Eyelander
Prince Tavish's Crown
  • Restricted to melee range, but gains 3 seconds of 100% critical chance on a kill.
3300
Heavy
Heavy
Giant Heavy
Giant Heavy
Minigun
  • 50% Damage Bonus
  • 70% Knockback resistance
  • Moves at half speed
  • Limited sight range
5000
Giant Deflector Heavy
Giant Deflector Heavy
Deflector
U-clank-a
  • In addition to regular Giant Heavy abilities, can shoot down projectiles such as rockets and grenades.
Giant Heater Heavy
Giant Heater Heavy
Huo-Long Heater
  • Nearly identical regular Giant Heavy abilities, but has unlimited sight range.
  • Impossible to get close to without getting set on fire.
Medic
Medic
Giant Medic
Giant Medic
Quick-Fix
  • Heals at a rapid rate, can Uber to heal health at an even quicker rate while being immune to movement impairing effects.
4500

Sentry Buster

The Sentry Buster is literally a bomb on legs. It is never predetermined to spawn during a wave, and only spawns if an Engineer is doing significant damage with his Sentry Gun to the robot horde. Its arrival is announced by a ticking theme, a HUD notification, and an announcement from the Administrator. If the team has multiple Engineers with Sentry Guns, a Sentry Buster can spawn for each problematic Sentry Gun.

Machine Based on Notes Health
Sentry Buster
Sentry Buster
Leaderboard class demoman.png Demoman
  • Detects Sentry Guns that are dealing significant damage to the horde and runs at the offending Sentry Gun, exploding two seconds after deploying.
  • Cannot carry bombs like ordinary robots.
  • Will always explode: either upon reaching the Sentry or the Engineer hauling it or upon running out of health.
2500

Tank

Noted as "???" in the official Mann vs. Machine update page, the tank is a rare enemy that usually appears for one or two waves per mission, rarely more than once in one wave. It has a large amount of health, but no attack method, yet can kill players via crushing between walls or props while turning. It does, however, carry a bomb, and it cannot be stopped by any means other than its destruction.

Machine Notes Health
Tank
Tank
  • Extremely large amount of health.
  • Deals no damage.
  • Will deploy a bomb once at the bomb hatch.
Varies

Related achievements

Mvm navicon.png Mann vs. Machievements

.executioner
.executioner
In a single wave, kill 15 bomb-carrying robots in a row before they level up.


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


Ctrl + Assault + Delete
Ctrl + Assault + Delete
Destroy a sentry buster before it reaches its target.


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.


Do Androids Dream?
Do Androids Dream?
As a Scout, use the Sandman to mark 15 robots for death in a single wave.


German Engineering
German Engineering
Use a canteen charged with 'ÜberCharge' to destroy 15 robots.


Ghost in the Machine
Ghost in the Machine
Use a canteen charged with 'Teleport to Spawn' and then kill the bomb carrier within 5 seconds.


Heavy Mettle
Heavy Mettle
During a wave, use rage as a Heavy to push a robot about to deliver the bomb.
Kritical Terror
Kritical Terror
Use a canteen charged with 'Crit Boost' to destroy a giant robot.


Metal Massacre
Metal Massacre
Destroy 1,000,000 robots.


Negative Charge
Negative Charge
Kill 5 Medics that are ready to deploy an ÜberCharge in a wave.


Real Steal
Real Steal
As an Engineer, escape with your sentry as a sentry buster is about to detonate.


Silicon Slaughter
Silicon Slaughter
Destroy 100,000 robots.


Sly Voltage
Sly Voltage
As a Spy, sap 10 robots at once.


Spam Blocker
Spam Blocker
During a wave, defend the hatch 10 times from robots about to deliver a bomb.


Spark Plugger
Spark Plugger
As a Sniper, kill 4 enemies simultaneously.

Gallery

Trivia

  • Unlike the regular classes, who face the direction they're aiming and walk sideways or backwards, most robots are split across the waist so that their top half is facing the way they're aiming but their bottom half is facing the way they're moving.
  • All robots have voice lines, robotic versions of the voice lines used by the class they are modeled on. All lack facial animations while doing so, save for the Heavy Robot, whose jaw moves up and down.
    • All voice lines added to the game before the Mann vs. Machine Update are available in robotic form, despite many of them being impossible to hear (e.g. lines relating to capping points or Payload carts).
  • Giant robots, with the exception of the Giant Medic, use different models with slightly skewed proportions (most notably a smaller head and larger torso) and more detail to make up for their larger size. The models themselves are the same size as the normal robots' but are scaled up in-game. All hitboxes are the same for these gigantic robots despite these proportions.
    • They also have separate, more heavily-distorted voice lines, which are notably deeper and more mechanical-sounding than their human-sized counterparts.
  • Engineer Robots appeared in the game files since the Mann vs. Machine Update, but were initially unused by Valve until the Mecha Update.

External links