From Team Fortress Wiki
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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.
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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. Between waves, players may modulate the number of levels in an upgrade by pressing the + and - buttons to redistribute their credits if they have made a mistake.
During the setup of the first wave of the mission, upgrades can be sold back if the player wants to change weapons, classes, or buy a different upgrade. However, from the moment the first wave starts and onward, all upgrades will be nonrefundable. This icon (
) will appear next to a class in the Class Selection Menu if that class already has upgrades applied to it. Weapon upgrades apply to only a single weapon but take effect for all classes that can equip the weapon. Un-equipping a weapon will deactivate all upgrades associated with that weapon, but they will be regained if the player re-equips it. Disconnecting from a server and rejoining will allow the player to retain the player current amount of credits and upgrades if the player chooses the same class.
Failing to complete a wave will refund the credits spent before that wave to give the player a chance to use a different strategy. Otherwise, credits will not be refunded after accepting the upgrades.
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. Players cannot heal using the Upgrade Station during waves.
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
| +25% Blast Resistance
| All classes
| 350
| 3
| Take less damage from explosions, including rocket jumps and sticky jumps.
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| +25% Bullet Resistance
| 350
| 3
| Take less damage from hitscan weapons and taunt attacks.
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| +10% Movement Speed
| 200
| 3
| Adds 10% to movement speed.
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| +2 Health Regen
| 200
| 5
| Regenerates health every second.
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| +20% Jump Height
| 100
| 3
| Jump higher.
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| +25% Fire Resistance
| 150
| 3
| Take less damage from fire and afterburn.
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| +30% Crit Resistance
| 150
| 3
| Take less damage from critical hits.
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| +5 Metal Regen
| Engineer
| 200
| 5
| Metal is regenerated every 5 seconds.
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Weapon
Primary
| Destroy Projectiles
| Primary weapons
| 600
| 1
| Bullets destroy Rockets and Grenades mid-flight.
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| Knockback Rage
| 350
| 3
| +1 rage on damage, taunt to knock back targets on damage.
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| +1 Projectile Penetration
| 400
| 3
| Projectiles penetrate an additional enemy player.
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| +20% Damage
| Grenade Launcher, Loch-n-Load, Loose Cannon
| 500
| 4
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| +25% Projectile Speed
| Primary weapons except Cow Mangler 5000
Grenade Launcher, Loch-n-Load
| 150
| 4
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| +25% Damage
| Primary weapons
Primary weapons
Primary weapons
Primary weapons
| 400
| 4
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| +2 Clip Size
| Primary weapons
Grenade Launcher, Loch-n-Load, Loose Cannon
Crusader's Crossbow
| 400
| 4
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| +50% Clip Size
| Primary weapons
Primary weapons except Widowmaker
Primary weapons except Crusader's Crossbow
| 400 200
| 4
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| Projectile Penetration
| Primary weapons
Primary weapons except Pomson 6000
Crusader's Crossbow
Primary weapons
| 400
200
| 1
| Projectiles penetrate enemy players.
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| Explosive Headshot
| Primary weapons except Huntsman
| 350
| 3
| Headshots (lethal or otherwise) damage and slow enemies near target. Rank increases explosion radius, slow strength (50% / 65% / 80% slow) and duration (2 / 3 / 4 seconds).
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| +25% Faster Charge
| 200
| 4
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| +5s Bleed On Target
| Huntsman
| 250
| 4
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| +50% Ammo Capacity
| All ammunition-using Primary weapons
| 250
| 3
| Ammo pickups grant more ammo proportionately.
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| +20% Reload Speed
| Scattergun, Baby Face's Blaster
Primary weapons
Grenade Launcher, Loch-n-Load, Loose Cannon
| 250
| 3
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| +10% Firing Speed
| Primary weapons
Primary weapons
Grenade Launcher, Loch-n-Load, Loose Cannon
Primary weapons
Primary weapons
Primary weapons
| 200
350 100
| 4
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| +25 Health On Kill
| All damage-dealing Primary weapons
| 200
| 4
| Health from robot kills can overheal players.
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| +25% Burn Damage
| Primary weapons
| 250
| 4
| Afterburn damage bonus.
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| +25% Burn Time
| 250
| 4
| Afterburn duration.
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| +25% Airblast Force
| Primary weapons except Phlogistinator
| 100
| 4
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Secondary
| +20% Damage
| Stickybomb Launcher, Scottish Resistance, Sticky Jumper
| 500
| 4
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| +50% Clip Size
| Bullet weapons
Stickybomb Launcher, Scottish Resistance, Sticky Jumper
| 200
400
| 4
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| Projectile Penetration
| Bullet weapons
| 200
| 1
| Projectiles penetrate enemy players.
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| +25 Health On Kill
| All damage-dealing Secondary weapons
| 100
| 4
| Health from robot kills can overheal players.
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| +50% Ammo Capacity
| All ammunition-using Secondary weapons
| 125
250
| 3
| Ammo pickups grant more ammo accordingly.
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| +20% Reload Speed
| Shotgun
Reserve Shooter
Flare Gun, Detonator, Scorch Shot
Stickybomb Launcher, Scottish Resistance, Sticky Jumper
Family Business
| 250
| 3
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| +15% Recharge Rate
| Bonk! Atomic Punch, Crit-a-Cola, Mad Milk, Flying Guillotine
Sandvich, Robo-Sandvich, Buffalo Steak Sandvich, Dalokohs Bar, Fishcake
Jarate
| 250
| 4
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| +25% Buff Duration
| Buff Banner, Battalion's Backup, Concheror
| 250
| 2
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| +10% Firing Speed
| Bullet weapons
Flare Gun, Detonator, Scorch Shot, Manmelter
Stickybomb Launcher, Scottish Resistance, Sticky Jumper
Short Circuit
| 100
| 4
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| -35% Speed On Target
| Mad Milk
Jarate
| 200
| 1
| Does not stack.
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| +100% Charge Recharge Rate
| Chargin' Targe, Splendid Screen
| 150
| 4
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| Share Canteens
| Secondary weapons
| 350
| 1
| Share canteen powerups with heal target.
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| +25% ÜberCharge Rate
| 300
| 4
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| +25% Heal Rate
| 250
| 4
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| +2s Über Duration
| 250
| 3
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| +25% Max Overheal
| 200
| 4
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| +50% Overheal Time
| 150
| 2
| Decreases overheal decay rates.
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Melee
| +10% Attack Speed
| All Melee weapons except the Wrap Assassin
| 200
| 4
| Increasing the Engineer's melee speed allows him to build, upgrade, resupply, and repair buildings faster.
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| +25 Health On Kill
| All Melee weapons
| 100
| 4
| Health from robot kills can overheal players.
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| +25% Damage
| Eyelander, Scotsman's Skullcutter, Horseless Headless Horsemann's Headtaker, Claidheamh Mòr, Half-Zatoichi, Persian Persuader, Nessie's Nine Iron
| 400
| 4
| Upgrade will only appear if Demoman equips a Shield. If Demoman equips any Stickybomb Launcher, this upgrade will no longer appear; any previously purchased levels will still apply, however.
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| Armor Penetration
| Melee weapon
| 400
| 4
| Allows backstabs against giant robots at X% (out of 750) damage.
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| +2s Crits On Kill
| Melee weapon
Melee weapon
| 350
| 2
| 2 seconds of 100% Critical hit chance per level; switching weapons retains critical hits.
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| +15% Recharge Rate
| Sandman, Wrap Assassin
| 250
| 4
| Faster baseball/bauble recharge rate.
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| +100% Max Misc Ammo
| 100
| 6
| Gives the Scout one extra baseball/bauble per level.
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| Ball Marks Target
| Sandman
| 500
| 1
| Marks one target at a time, similar to the Fan O'War, on hit with either the Sandman or its baseball projectile. The time will reduced to 7 seconds if the target is a giant robot.
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Other
Sapper
Buildings
These are available only to the Engineer.
| +1 Disposable Sentry Gun
| Combat Mini-Sentry Gun
| 500
| 1
| Gives the player a disposable mini-sentry, which is built by choosing to build a sentry when the player's primary sentry already exists. This mini-sentry cannot be upgraded, repaired, resupplied, or wrangled. Once it runs out of ammunition, it self-destructs. Not affected by building health and sentry fire rate upgrades.
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| +100% Building Health
| All Buildings
| 400
| 3
| You have to build new buildings for this to take effect.
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| +10% Sentry Firing Speed
| Sentry Gun
Combat Mini-Sentry Gun
| 350
| 3
| 10% faster sentry fire rate.
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| 2-Way Teleporters
| Teleporter
| 250
| 1
| Allows players to stand on a Teleporter Exit and teleport to the Entrance in addition to the normal Entrance-to-Exit functionality. Both directions use the same charge meter. If there is a player on each end, whoever got there first will be teleported to the other side.
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| +50% Max Metal Capacity
| Engineer
| 200
| 4
| +50% metal to the Engineer, not the buildings.
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| +100% Dispenser Range
| Dispenser
| 100
| 3
| Players can stand further away from the Dispenser to gain Ammo, Metal, and Health.
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Power Up Canteen
These are available to any class with a Power Up Canteen in their Action Slot.
| Become Crit Boosted
| All classes
| 100
| 3
| Crits and doubled sentry fire rate for 5 seconds.
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| Become Übercharged
| 75
| 3
| ÜberCharge and puts a Wrangler shield around your sentry for 5 seconds. This Wrangler shield does not stack with existent Wrangler shields.
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| Refill Clips and Ammo
| 25
| 3
| Instantly refills all weapons' clips and ammumition. Refills metal for Engineers and Cloak time for Spies.
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| Teleport to Spawn
| 10
| 3
| Instantly teleport to spawn and grants a 5 second speed boost.
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| Building Upgrade
| Engineer
| 50
| 3
| Upgrades all existing buildings to Level 3 and fully restores their health.
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Note certain weapons cannot be upgraded. These include:
Related achievements
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| System Upgrade Max out all primary weapon upgrades.
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Update history
August 15, 2012 Patch
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.
August 23, 2012 Patch
- Fixed the Metal Regen upgrade displaying a percentage instead of an incremental value.
September 4, 2012 Patch
- Fixed a client money display issue when purchasing or selling bottle charges after changing classes.
- Fixed Sniper Rifle reload upgrade not reducing the time delay from hip shot to scoping.
September 21, 2012 Patch
- Added the ability to buy projectile penetration for the Crusader's Crossbow.
- Fixed the Medi Gun overheal duration attribute causing the overheal effect to decay faster, rather than slower.
- Fixed the Demoman shields not saving their upgrades upon round reset.
September 27, 2012 Patch
- Fixed a bug where players could only buy 1 upgrade at a time from the upgrade station.
October 9, 2012 Patch
- Balance changes:
- Explosive Headshots
- Damage is now 150 regardless of upgrade level.
- Damage is done in one tick instead of the previous six.
- Added a slowing effect based on upgrade level (50%-80% slow, 2-4 second duration).
- Radius still scales with upgrade level (unchanged).
- Marked For Death duration reduced to 7 seconds from 15 seconds when the target is a giant robot.
- Reduced the "effect bar recharge rate increased" upgrade from 20% increments with an 80% cap to 15% increments with a 60% cap.
Bugs
- Changing a weapon via loadout screen before walking up to the upgrade station, then buying a single upgrade, will prevent buying or selling any upgrades.
- The descriptions for the reload speed and firing rate upgrades are slightly misleading. Rather than making these actions a set percentage faster, they actually reduce the function time by the stated percentage. E.g. A weapon with a cumulative 60% faster reload time will reload in 40% of the normal time (i.e. 100% - 60%), not 62.5% (100% / 1.6).
- Occasionally, when on the Canteen charges page, clicking once on any upgrade's + sign will give the player two charges for the Canteen, at the same cost of purchasing one charge twice, though only one circle fills. The player will end up with those two charges upon clicking "accept", and the interface returns to the correct number of circles filled the next time the player goes to the kiosk.
Trivia
- There are several items visible inside the Upgrade Station, the most notable being the Bear Trap and the Frag Grenade, both canceled grenade weapons.
- Inside the game files, there are 3 upgrades to be found that are not currently in the game; They include a radius of Sentry Gun upgrade, regeneration of a percent of a mercenary's max ammo every 5 seconds upgrade, and gaining more credits through an additively stacking percent multiplier upgrade.
- There is an unused song in the game's files that would possibly be played while the player used an Upgrade Station.
See also
External links