Mann vs. Machine
“ | Gray Mann has built an unstoppable automaton army with a single purpose: to destroy all things Mann Co. Luckily for you, the majority of this robot legion is equipped with basic weaponry that could never level an entire building. Unluckily, they also have access to giant bombs, which they’d drag through hell if it meant dropping one in a Mann Co. bombhole. And it’s up to you to stop them.
— Mann vs. Machine publicity blurb
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Mann vs. Machine is a co-op game mode released in the update of the same name. In Mann vs. Machine, a team up to six players attempts to prevent a horde of AI-controlled robots from carrying a bomb to their base. Players can purchase upgrades for their weapons using in-game currency, called credits. All purchased upgrades will last for the duration of the game. If a player leaves during the game for any reason, providing they reconnect, their upgrades will be retained.
The only achievements obtainable in Mann vs. Machine are the Mann vs. Machievements. There's a different set of "Best Moments", and playing this game mode will not affect the performance report's bar graph.
The game mode currently has three difficulties : Normal, Advanced, and Endurance.
Contents
Trailer
Introduction video
Mechanics
The team is attacked by a horde of AI-controlled robots, and must try to prevent the robots from successfully delivering a bomb to the players' base (as in Payload). Each robot destroyed provides the players with credits (when one player collects a money pile, everyone benefits and earns some money). Between waves of robots, the players have the chance to upgrade their weapons at an Upgrade Station inside the base using this money. They may also upgrade abilities for their current class. The upgraded abilities are kept, even while switching to a different class, but the purchased abilities are only available for the class that they were purchased for.
For a fee, the Upgrade Station can also fill a player's Canteen with a buff—such as personal ÜberCharge, a five-second critical hit boost, or ammunition refill—or an ability such as rapid building upgrades for Engineers or the ability to teleport back to the spawn point. All of these Canteens each provide up to three uses and must be filled with the same buff.
Most of the robot horde is made up of plain robotic versions of eight of the nine playable classes (there are no robot Engineers), with their respective basic weapons equipped. However, there are also a number of special robots with unique abilities.
The bomb-carrying robot receives buffs, which increase over time. A HUD graphic displays the amount of time until the next buff. Buffs are activated by the bomb carrier via taunting, setting off an accompanying audio cue. These buffs are divided into three stages, which stack together:
Stages | Upgrades |
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First stage | Defensive buff, shared with all nearby robots |
Second stage | Health regeneration |
Final stage | Full crits all the time |
Abilities and Upgrades
Scout |
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Soldier |
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Pyro | |
Demoman |
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Heavy |
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Engineer |
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Medic |
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Sniper |
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Spy |
Gameplay
For the sake of identification, all human players will be dressed in RED and will be identified as team DEFENDERS while all robots will have BLU colors in their visual effects and in the kill feed.
The players will load into a selected mission which contains a number of waves, each containing a set number (Though support troops will spawn infinitely based off a timer in each wave) of predetermined enemies for the human team to attempt to defend against.
Before each wave begins, Defenders will be given a graphic indication of the impending onslaught, including information on what wave they are on, the total number of waves, and the number and type of enemies the wave will contain. Primary targets will have numbers underneath them and will be classified by class or (in the case of special robots) their specialty. Red groups indicate tanks as well as giant robots. Support targets will be noted as such and will tend to be focused on attacking the players rather than carrying the bomb (though some like Scout supports will try to carry the bomb at times). Snipers and Spies are always assigned support roles.
When at least three players enter a Mann vs. Machine server, the option to begin play is enabled. During the setup phase before the robots arrive, Engineers are able to instantly place buildings, fully upgraded to level 3, at no metal cost, and Medics can instantly fill their ÜberCharge meters and rapidly max out ally overheals. Once one player declares he is ready, a 150-second countdown clock will begin. As more players acknowledge they are ready, the clock time will be reduced in 30-second intervals (to 120, 90, 60, and 30 seconds, respectively, depending on the number of players present). Players joining the server during the countdown will not increase the time. If all players acknowledge that they are ready, the round is committed and the clock is reduced to ten seconds. Regardless of how it is done, once the countdown ends, the robots will begin their approach to the field.
Robots cannot attack or be damaged until they jump down into the players' field. A strength gauge will appear to note the remaining forces of the wave. Only primary targets count towards this progress. As they are destroyed, the gauge will empty. Once it is completely empty, the wave is defeated. During the wave, support icons may appear to indicate a specific threat.
- Sniper - Snipers are entering the field. They enter like regular robots but will be focused on attacking players from afar. Snipers will always display visible lasers from their rifles when scoped, making them easier to spot. Beware of their Special counterparts, the Bowmen. They don't produce visible lasers.
- Spy - Spy robots are on the field. Unlike the other robots, these used their cloaks to infiltrate the field and will enter from the player's side of the field (which means they'll be coming from behind you most of the time), already disguised as a human. They will act as your average Spy would: sapping Engineer buildings and attempting backstabs.
- Sentry Buster - Sentry Busters will fixate on a Sentry Gun on the field and try to get close to it. If it reaches the Sentry or runs out of health, it will stop and then explode powerfully after two seconds, destroying all buildings and players within the explosion's radius. Note the Sentry Buster will target the closest Sentry Gun to the ramp, regardless of how much damage it has received.
- 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 can however crush any unfortunate player that gets stuck between them and a static object like a wall or fence. Tanks do not need to carry or retrieve the main bomb as each one contains its own bomb.
After each successful wave, the defenders will be evaluated based on how aggressively 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.
Special Tactics
In M.V.M. There are many special tactics players should utilize that would be unusual, a bad idea, or just plain impossible in any of the objective based game modes. This is due to the large game play differences that are present in the M.V.M. game mode when compared to an objective based game mode. The following is in a no way complete list of some of the tactics players may pick to use in MVM.
Scout
- Mark Enemies for quick disposal by team mates .
- Use an upgraded Mad Milk to slow primary targets such as giant Scouts or Sentry Busters.
- Collect money in places other classes would have a harder time navigating to.
- Upgrade Double jump to be able to easily navigate the map
- Utilize the fact that money is not only capable of healing a scout, but will in-fact overheal said scout.
Soldier
- Utilize the HP Regen and explosive resistance upgrades to gain better mobility via rocket jumps.
- Hitting a bot with a rocket properly can cause him to bounce into the air, use this to push bomb carriers off course or away from the drop zone.
Pyro
- Airblast bomb-carriers off their main path to cause them to take longer to get to the drop zone.
- Juggle Enemies to keep them in place making them an easier target, and giving your team more time to deal with targets like Giant Scouts or Sentry Busters.
- Utilize your speed and up close DPS to collect credits for you and your team.
- Remember to buy upgrades that add survivability as pyros often must take a lot of damage due to their close range nature
Demoman
- Leave stickybombs at the Robot spawn to kill medics before they can uber, or to chip away large portions of a Giants health ASAP
- Have a medic use their Kritzkrieg charge on you before the wave begins so you can lay a sticky trap of all crits.
- Focus on placing traps at front of the bomb to prevent enemies from restarting the time in Endurance mode.
Heavy
- Utilize Nataschas slow down in order to help your team with quicker targets like the Sentry Buster, or a fast moving Bomb-Carrier. Remember : Crits / Mini-Crits will increase the slow down
- Draw attention with your high DPS and tank fire from enemies by utilizing upgrades and your naturally large Health pool
- Stand nearby a sentry and Utilize the Deflect Projectiles upgrade to help keep the gun alive when dealing with projectile firing enemies
Engineer
- Upgrade your Dispinsers range and place it close to the battlefield in order to keep your team alive while they fight, instead of them having to fall back.
- Use your Wrangler to focus fire giants when your sentry would normally target enemies of less importance.
- Purchase the 2-way teleporter upgrade for quick saves and purchasing upgrades mid wave.
Medic
- Deploy a Kritz-charge on a demoman before the wave starts to allow him to lay an all crit sticky bomb trap.
- Use the Canteen sharing upgrade to Crit charge and Ubercharge an ally at the same time.
- Use your Ubersaw on Sentry Busters or other harmless enemies to gain quick ubers.
Sniper
- Use an Upgraded Jarate to slow quick primary targets, such as Giant Scouts or Sentry Busters
- Keep giants coated in Jarate to ensure an easier victory
Spy
- Use the sapper to slow quick primary targets, such as Giant Scouts or Sentry Busters
- Disable groups with an upgraded sapper right before they reach an ally who can assist in killing them
- User an ubercanteen to get multiple backstabs on a giant without having to worry about being killed.
Maps
Name | Picture | File name |
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Coal Town | mvm_coaltown
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Decoy | mvm_decoy
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Mannworks | mvm_mannworks
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Unused content
- RED versions of all of the robots can be found in the game files.
- An Engineer robot was originally going to be in the game according to the secret files in the source filmmaker.
Bugs
- 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.
- Currently, there is an exploit, allowing Demomen with Chargin' Targe and fully upgraded resistance to fire and explosions to receive no damage from afterburn/explosions at all.
- Hitting the F4 key will still toggle ready-up even if the ready-up command was set to another key.
Update history
- Added Mann vs. Machine
- 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
- 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
- Added a new 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")
- Community requests
- 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 minisentries on slopes
- Fixed the party leader’s mission completions showing in the game lobby instead of your own
- 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]
- Parameters
- 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
External links
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