Robot Destruction

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Robot Destruction is are destroyed they drop Power Cores that may be collected to add points a team's score.

A team's points are stored in a Reactor deep in its base. When a team begins to score points, a rotating Reactor Core appears over a capture point in that team’s base. Reactor Cores may be stolen and captured (similar to taking and capturing an Intelligence briefcase). When first stealing a Reactor Core at a Reactor capture point, stored points are charged into that core over a time of several seber of the team that destroyed the robot. If left uncollected, Power Cores will eventually start flashing for a few seconds before finally vanishing.

Reactor Cores

Reactor Cores are a way to steal potentially large amounts of points from the enemy. A Reactor Core may contain as many points as can be charged into it at the time it is stolen.

A Reactor Core may be taken by any enemy player that walks up onto it, but it can't be moved until at least 25 points have been charged into it. A Reactor Core cannot be moved by a friendly player, but a dropped core can be defended, preventing recapture.

Soldiers with the Rocket Jumper equipped, Demomen with the Sticky Jumper equipped, and Cloaked Spies are unable to pick up the Reactor Core.

Scoring

Teams score points by collecting Power Cores and by capturing or recovering stolen Reactor Cores. One point is scored for each Power Core collected. One point is deducted from a team’s score for each point charged into a stolen Rector Core. Points charged in a stolen reactor core are thus removed from scoring until either captured by the enemy or returned to the team’s Reactor. The stolen points in a Reactor Core are awarded to the stealing team’s score if they carry it to their Reactor’s capture point; however, those same points are returned to the owning team’s score if the Reactor Core has been dropped for a long time.

damage. Heavy and Pyro only do 75% damage to bots. Most weapons deal their minimum base damage; exceptions include all weapons for the aforementioned classes, as well as Sentry Guns and Shotguns, which both deal maximum damage.

Robot behavior

The robots in areas B and C are protected by what appears to be an Übercharge when the robots in front of them are alive, for example; B robots are protected if any A robot is alive and C robots are protected if any B robot is alive.

The robots are defenseless, but will attempt to escape from attackers by running in circles. After 7 seconds without taking damage, the robots heal themselves at a rate of 8 health per second. All of the robot groups share a respawn timer, and will reset when the timer runs out.

When destroyed, A and B robots drop their associated amount of Power Cores in a single drop. When C robots are destroyed, they perform a death animation wherein they run around dropping a stream of Power Cores. The robots also drop gibs when destroyed. These gibs may be collected for Ammo or Metal.

Robots give 5 health per second to nearby friendly players as well as to disguised enemy Spies.

Robot Voice Lines

Note: These voice lines are in beta and may be altered in the future. In addition, robots occasionally emit the death-notice sound from Half-Life

Idle

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July 8, 2014 Patch (Mann Co. Beta Maps - Early Access)
  • Added Mann Co. Beta Maps - Early Access program.
    • Added 2 new beta maps: RD_Asteroid and PL_CactusCanyon.
    • Beta maps can be accessed via the quickplay menu by clicking the Play Beta Maps option.

d with a new sound

  • Added better collision hulls to robot models
  • Reworked robot skins to reduce similarity to the Übercharge skin
  • Sentry Guns no longer target Übercharge robots

July 24, 2014 Patch

  • Players must steal at least 25 points before they can leave the vault with the reactor core
  • Updated power core pick up sound
  • Updated robot death effects and sounds
  • Updated HUD layout

July 30, 2014 Patch

  • Updated HUD layout
  • Fixed a bug that would prevent players from picking up the reactor core
  • Teams will now spawn 70% faster if their C robots are dead

== Un