From Team Fortress Wiki
Tank Robots (referred just as Tank) 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. Some on-hit effects are ignored when attacking a tank: hitting it with the Fan O'War, for example, won't mark the Tank for death. 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.
|10000||Mannhunt (wave 6D, 6E, and 6F)|
|12000||Mannslaughter (wave 3B)|
|13300||Cave-in (wave 4)|
|14000||Mean Machines (wave 5A)|
|15000||Disintegration (wave 5)|
|16000||Quarry (wave 6B)|
|17500||Cave-in (wave 2B)|
|18000|| Machine Massacre (waves 4 and 7A)|
Mech Mutilation (wave 1C)
Disintegration (wave 2D)
|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)
Benign Infiltration (wave 4A)
Disintegration (waves 4A and 5B)
|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)
Benign Infiltration (wave 6C)
Broken Parts (wave 3D)
|32000||Data Demolition (wave 6A)|
|33000|| Crash Course (wave 6B)|
Broken Parts (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)
Bone Shaker (wave 2)
Broken Parts (wave 6B)
|40000|| Caliginous Caper (Sub-wave 5)|
Bone Shaker (waves 4A and 7)
Broken Parts (wave 2A)
|42000||Caliginous Caper (Sub-wave 7)|
|45000|| Desperation (Sub-wave 7C-2)|
Cataclysm (Wave 7F)
Broken Parts (wave 2A)
|46000||Bone Shaker (wave 7F)|
|60000|| Caliginous Caper (Sub-wave 8G)|
Broken Parts (wave 6D)
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 (it should be noted that the Phlogistinator charges it's meter almost instantly against tanks), 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 at the bomb hatch, the tank will take a while to deploy its bomb, so the team still has time to destroy it.
- The Tank was added to the game.
- Fixed a crash related to server plug-ins spawning a Tank before the game is ready.
- Fixed the looping tank sound not playing if it was spawned far from the player.
- Fixed tank destruction effects playing at the map origin.
- [Undocumented] Rage from Buff Banner, Concheror, upgraded Minigun, and Mmmph from Phlogistinator can now be generated from Tanks.
- If multiple tanks are in a wave, the Administrator may sometimes state that a tank is halfway through the wave even though it would just have spawned.
- "Machines" official announcement, with the hint of the Tank Robot.