Difference between revisions of "Upgrade Station"

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| style="border:1px solid #333;" | Allows backstabs against giant robots at X% damage
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| style="border:1px solid #333;" | Allows backstabs against giant robots at X% (out of 750) damage
 
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| style="border:1px solid #333;" | '''+2s Crits On Kill'''
 
| style="border:1px solid #333;" | '''+2s Crits On Kill'''

Revision as of 18:22, 20 August 2012

Upgrade Station
MvM Upgrade Station.png
When a robot kills a human, we erupt into a pleading mist of blood, meat particles and tears, which you can't really trade for anything. But when a robot dies, he explodes in a shower of money, which, during between-wave lulls, you can exchange at any Upgrade Station for weapon, item and ability upgrades.

An Upgrade Station is a place for players to buy weapon upgrades, abilities, and Power Up Canteen buffs in Mann vs. Machine. Players may access one of the two kiosks in the base at any time to purchase upgrades with collected credits. The cost of each upgrade does not increase with a repeated purchase. Upgrades and used credits are lost during class changes between waves. Players may reselect their class in order to regain upgrades. This icon (MvM Class upgraded.png) will appear next to a class in the Class Selection Menu if that class already has upgrades applied to it. Upgrades can carry over class changes, if they apply to a different class. Changing weapons will lose all upgrades associated with that weapon, but will be regained once the player switches back to it.

Since there are no Resupply Cabinets in the base, purchasing an upgrade from an Upgrade Station will restore health and ammo without needing to switch classes.

User Interface

Upgrade Stations are accessed by walking up to them. By default, the primary weapon slot is selected. The UI automatically shades upgrades in a slot if the player cannot afford them. Players may cancel at any time or simply walk away from the kiosk before accepting an upgrade to regain the credits used during the session.


Class

Upgrade Classes Cost Levels Notes
+25% Blast Resistance All 350 3 Take less damage from explosions.
+25% Bullet Resistance All 350 3 Take less damage from hitscan weapons.
+10% Movement Speed All 200 3 Adds 10% to movement speed.
+2% Health Regen All 200 5 Regenerates health every second.
+20% Jump Height All 200 3 Jump higher.
+25% Fire Resistance All 150 3 Take less damage from fire and afterburn.
+25% Crit Resistance All 150 3 Take less damage from critical hits.
+5% Metal Regen Leaderboard class engineer.png Engineer 200 5 Metal is regenerated every 5 seconds.

Weapon

Primary

Upgrade Weapons Cost Levels Notes
Destroy Projectiles Leaderboard class heavy.png Heavy Primary 600 1 Bullets destroy Rockets and Grenades mid-flight
Knockback Rage Leaderboard class heavy.png Heavy Primary 350 1 +1 rage on damage, taunt to knock back targets on damage
+20% Damage Leaderboard class soldier.png Soldier Primary
Leaderboard class demoman.png Demoman Primary
500 4
+25% Damage Leaderboard class scout.png Scout Primary
Leaderboard class sniper.png Sniper Primary
Leaderboard class pyro.png Pyro Primary
400 4
+2 Clip Size Leaderboard class soldier.png Soldier Primary
Leaderboard class demoman.png Demoman Primary
Leaderboard class medic.png Medic
Crusader's Crossbow
400 4
+50% Clip Size Clip-based weapons 400 4
Projectile Penetration Hitscan 400 1 Projectiles penetrate enemy players.
Explosive Headshot Leaderboard class sniper.png Sniper Primary (Ambassador cannot be used) 350 3 Increased headshot explosion radius and damage to nearby enemies
+50% Ammo Capacity All Ammunition-Using Weapons 250 3 Ammo pickups grant more ammo accordingly.
+20% Reload Speed Leaderboard class soldier.png Soldier Primary
Leaderboard class demoman.png Demoman Primary
Hitscan
250 3
+10% Firing Speed Leaderboard class soldier.png Soldier Primary
Leaderboard class demoman.png Demoman Primary
Leaderboard class sniper.png Sniper
Hitscan
(except Sniper Primary)
200 4
+25 Health On Kill All Primary Weapons 200 4
+25% Projectile Speed Leaderboard class soldier.png Soldier Primary
Leaderboard class demoman.png Demoman Primary
200 4
+25% Faster Charge Leaderboard class sniper.png Sniper Primary 250 4
+25% Burn Damage Leaderboard class pyro.png Pyro Primary 250 4 Afterburn damage bonus
+25% Burn Time Leaderboard class pyro.png Pyro Primary 250 4 Afterburn duration
+25% Airblast Force Leaderboard class pyro.png Pyro Primary (Except Phlogistinator) 100 4

Secondary

Upgrade Weapons Cost Levels Notes
+2 Clip Size Leaderboard class demoman.png Demoman Secondary 400 4
+50% Clip Size Clip-based weapons 200 4
Projectile Penetration Hitscan 200 1 Projectiles penetrate enemy players.
+25 Health On Kill All damage dealing weapons 100 4
+50% Ammo Capacity Ammunition-Using 125 3 Ammo pickups grant more ammo accordingly.
+20% Reload Speed Stickybomb Launcher
Scottish Resistance
Shotguns
Flare Guns
250 3
+20% Recharge Rate Sandvich
Buffalo Steak Sandvich
Mad Milk
Jarate
250 4
+25% Buff Duration Buff Banner
Battalion's Backup
Concheror
250 2
+10% Firing Speed Stickybomb Launcher
Scottish Resistance
Sticky Jumper
Hitscan
100 4
-35% Speed On Target Jarate, Mad Milk 200 1
+100% Charge Recharge Rate Leaderboard class demoman.png Demoman Shields 150 4

Melee

Upgrade Weapons Cost Levels Notes
+10% Attack Speed Any Melee 200 4
+25 Health On Kill Any Melee 100 4
Armor Penetration Leaderboard class spy.png Spy Melee 400 4 Allows backstabs against giant robots at X% (out of 750) damage
+2s Crits On Kill Leaderboard class demoman.png Demoman Melee
Leaderboard class spy.png Spy Melee
350 2 2 seconds of 100% critical chance
+20% Recharge Rate Leaderboard class scout.png Scout
Sandman
Wrap Assassin
250 4
+100% Max Misc Ammo Leaderboard class scout.png Scout
Sandman
Wrap Assassin
100 4
Ball Marks Target Sandman 500 1 Marks one target at a time, similar to the Fan O'War, on hit with the baseball

Other

Sapper

This is only available to the Spy's Sappers.

Upgrade Cost Levels Notes
Robot Sapper Power 350 3 Increases robot Sapper radius and duration
Medi Gun

These are available only to the Medic's Medi Guns.

Upgrade Cost Levels Notes
Share Canteens 600 1 Share canteen powerups with heal target
+25% Übercharge Rate 300 4
+25% Heal Rate 250 4
+2s Über Duration 250 3
+25% Max Overheal 200 4
+50% Overheal Time 150 2 Decreases overheal decay rates.
Buildings

These are available only to the Engineer.

Upgrade Cost Levels Notes
+1 Disposable Sentry Gun 500 1 Gives the player a disposable mini-sentry. Mini-sentry cannot be upgraded, repaired, or refilled. Once the mini-sentry runs out of ammunition, it self-destructs.
+100% Building Health 400 3 You have to build new buildings for this to take effect.
+10% Sentry Firing Speed 350 3 10% faster sentry fire rate.
2-Way Teleporters 250 1 Teleporters will teleport players regardless if they are standing on an Entrance or an Exit
+50% Max Metal Capacity 200 4 +50% metal to the Engineer, not the buildings
+100% Dispenser Range 100 3 Players can stand further away from the Dispenser to gain Ammo and Health

Power Up Canteen

These are available to any class with a Power Up Canteen in their Action Slot.

Upgrade Cost Levels Notes
Become Crit Boosted 100 3 Crits and doubled sentry fire rate for 5 seconds
Become Übercharged 75 3 Übercharge and shields sentry from damage for 5 seconds
Building Upgrade 50 3 (Engineers only) Upgrades all existing buildings to Level 3.
Refill Clips and Ammo 25 3 Instantly refill all weapon clips and ammo
Teleport to Spawn 10 3 Instantly teleport to spawn, speed boost

Note certain weapons cannot be upgraded. These include:

Related achievements

Mvm navicon.png Mann vs. Machievements

System Upgrade
System Upgrade
Max out all primary weapon upgrades.


Maximum Performance
Maximum Performance
Max out all resistances on a single class.

Update history

August 15, 2012 Patch

  • Added Mann vs. Machine

August 17, 2012 Patch

  • Fixed a client crash related to the Mann vs. Machine upgrade panel
  • Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel
  • Updated upgrade icons to remove numbers

Trivia

See also

External links