Upgrade Station

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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. 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 before accepting the upgrade. Once accepting the upgrade it cannot be revoked in normal circumstances.

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 until the team obtains a refund token. A Wrench 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. 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. (Until refund tokens are available to the team.)

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

MvM Upgrade UI.png

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 hit the "Cancel" button 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 TF2 crosshair orange.png All classes 300 3 Take less damage from explosions, including rocket jumps and sticky jumps.
+25% Bullet Resistance 300 3 Take less damage from hitscan weapons and taunt attacks.
+10% Movement Speed 200 3 Adds 10% to movement speed.
+2 Health Regen 200 5 Regenerates health every second.
+20% Jump Height 100 3 Jump higher.
+25% Fire Resistance 150 3 Take less damage from fire and afterburn.
+30% Crit Resistance 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 Primary weapons 400 2 Bullets destroy Rockets and Grenades mid-flight. Increased accuracy and frequency per level.
Knockback Rage 350 3 Generate Rage by dealing damage. When fully charged, press the Special-Attack key to activate knockback.
+1 Projectile Penetration 400 3 Projectiles penetrate an additional enemy player.
+20% Damage Leaderboard class demoman.png Grenade Launcher, Loch-n-Load, Loose Cannon 500 4
+25% Projectile Speed Leaderboard class demoman.png Grenade Launcher, Loch-n-Load 150 4, 3
Rocket Specialist Leaderboard class soldier.png Primary weapons 300 4 +15% rocket speed per point. On direct hits: rocket does maximum damage, stuns target, and blast radius increased +15% per point.
+25% Damage Leaderboard class scout.png Primary weapons
Leaderboard class soldier.png Primary weapons
Leaderboard class pyro.png Primary weapons
Leaderboard class sniper.png Primary weapons
400 4
+2 Clip Size Leaderboard class soldier.png Primary weapons
Leaderboard class demoman.png Grenade Launcher, Loch-n-Load, Loose Cannon
Leaderboard class medic.png Crusader's Crossbow
400 4
+50% Clip Size Leaderboard class scout.png Primary weapons
Leaderboard class engineer.png Primary weapons except Widowmaker
Leaderboard class medic.png Primary weapons except Crusader's Crossbow
400, 200 4
Projectile Penetration Leaderboard class scout.png Primary weapons
Leaderboard class engineer.png Primary weapons except Pomson 6000
Leaderboard class medic.png Crusader's Crossbow
Leaderboard class sniper.png Primary weapons
400, 200 1 Projectiles penetrate enemy players.
Explosive Headshot Leaderboard class sniper.png Primary weapons except Huntsman and Fortified Compound 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).
+25% Faster Charge 200 4
+5s Bleed On Target Leaderboard class sniper.png Huntsman, Fortified Compound 200 3
+50% Ammo Capacity TF2 crosshair orange.png All ammunition-using Primary weapons 250 3, 2 Ammo pickups grant more ammo proportionately.
+20% Reload Speed Leaderboard class scout.png Scattergun, Baby Face's Blaster
Leaderboard class soldier.png Primary weapons
Leaderboard class demoman.png Grenade Launcher, Loch-n-Load, Loose Cannon
250 3
+10% Firing Speed Leaderboard class scout.png Primary weapons
Leaderboard class soldier.png Primary weapons
Leaderboard class demoman.png Grenade Launcher, Loch-n-Load, Loose Cannon
Leaderboard class heavy.png Primary weapons
Leaderboard class engineer.png Primary weapons
Leaderboard class medic.png Primary weapons
200, 350, 100 4
+25 Health On Kill TF2 crosshair orange.png All damage-dealing Primary weapons 200, 100 4 Health from robot kills can overheal players.
+25% Burn Damage Leaderboard class pyro.png Primary weapons 250 4 Afterburn damage bonus.
+25% Burn Time 250 4 Afterburn duration.
+25% Airblast Force Leaderboard class pyro.png Primary weapons except Phlogistinator 100 4
Mad Milk Syringes Leaderboard class medic.png Primary weapons except Crusader's Crossbow 200 1 Syringes deliver a highly concentrated dose of Mad Milk. Duration increases per hit to a max at 4 seconds.

Secondary

Upgrade Weapons Cost Levels Notes
+20% Damage Leaderboard class demoman.png Stickybomb Launcher, Scottish Resistance, Sticky Jumper 500 4
+50% Clip Size Leaderboard class scout.png Leaderboard class soldier.png Leaderboard class pyro.png Leaderboard class heavy.png Leaderboard class engineer.png Leaderboard class sniper.png Leaderboard class spy.png Bullet weapons
Leaderboard class demoman.png Stickybomb Launcher, Scottish Resistance, Sticky Jumper
200, 400 4
Projectile Penetration Leaderboard class scout.png Leaderboard class soldier.png Leaderboard class pyro.png Leaderboard class heavy.png Leaderboard class engineer.png Leaderboard class sniper.png Leaderboard class spy.png Bullet weapons 200 1 Projectiles penetrate enemy players.
+25 Health On Kill Leaderboard class scout.png Leaderboard class soldier.png Leaderboard class pyro.png Leaderboard class demoman.png Leaderboard class heavy.png Leaderboard class engineer.png Leaderboard class sniper.png Leaderboard class spy.png All damage-dealing Secondary weapons 100, 200 4 Health from robot kills can overheal players.
+50% Ammo Capacity Leaderboard class scout.png Leaderboard class soldier.png Leaderboard class pyro.png Leaderboard class demoman.png Leaderboard class heavy.png Leaderboard class engineer.png Leaderboard class sniper.png Leaderboard class spy.png All ammunition-using Secondary weapons 125, 250 3, 2 Ammo pickups grant more ammo accordingly.
+20% Reload Speed Leaderboard class soldier.png Leaderboard class pyro.png Leaderboard class heavy.png Shotgun
Leaderboard class soldier.png Leaderboard class pyro.png Reserve Shooter
Leaderboard class pyro.png Flare Gun, Detonator, Scorch Shot
Leaderboard class demoman.png Stickybomb Launcher, Scottish Resistance, Sticky Jumper
Leaderboard class heavy.png Family Business
250 3
+15% Recharge Rate Leaderboard class scout.png Bonk! Atomic Punch, Crit-a-Cola, Mad Milk, Flying Guillotine
Leaderboard class heavy.png Sandvich, Robo-Sandvich, Buffalo Steak Sandvich, Dalokohs Bar, Fishcake
Leaderboard class sniper.png Jarate
250 4
+25% Buff Duration Leaderboard class soldier.png Buff Banner, Battalion's Backup, Concheror 250 2
+10% Firing Speed Leaderboard class scout.png Leaderboard class soldier.png Leaderboard class pyro.png Leaderboard class heavy.png Leaderboard class engineer.png Leaderboard class sniper.png Leaderboard class spy.png Bullet weapons
Leaderboard class pyro.png Flare Gun, Detonator, Scorch Shot, Manmelter
Leaderboard class demoman.png Stickybomb Launcher, Scottish Resistance, Sticky Jumper
Leaderboard class engineer.png Short Circuit
100, 200 4, 1
-35% Speed On Target Leaderboard class scout.png Mad Milk
Leaderboard class sniper.png Jarate
200 1 Does not stack.
+100% Charge Recharge Rate Leaderboard class demoman.png Chargin' Targe, Splendid Screen, Tide Turner 150 4
-30% Push Force On Wearer 100 3 Reduced the push force from enemies attack
+25% ÜberCharge Rate Leaderboard class medic.png Secondary weapons 300 4
Projectile Shield 300 2 Build energy by healing teammates. When fully charged, press the Special-Attack key to deploy a frontal projectile shield. The shield damages robots who touch it. Level 2 upgrade increases the shield width.
+2s Über Duration 250 3
Overheal Expert 250 4 +25% more Overheal, +50% longer duration per point.
Healing Mastery 250 4 +25% heal rate for patient, +25% faster revive rate, and +25% self heal rate, per point.
Canteen Specialist 200 3 Share Canteens with your heal target, +1 duration, -10 price per point (minimum cost: 5). Must confirm upgrade for price reduction to work

Melee

Upgrade Weapons Cost Levels Notes
+10% Attack Speed TF2 crosshair orange.png 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.
+25 Health On Kill TF2 crosshair orange.png All Melee weapons 100. 200 4, 1 Health from robot kills can overheal players.
+25% Damage Leaderboard class demoman.png 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.
Armor Penetration Leaderboard class spy.png Melee weapon 400 4 Allows backstabs against giant robots at X% (out of 750) damage.
+2s Crits On Kill Leaderboard class demoman.png Melee weapon
Leaderboard class spy.png Melee weapon
350 2 2 seconds of 100% Critical hit chance per level; switching weapons retains critical hits.
+15% Recharge Rate Leaderboard class scout.png Sandman, Wrap Assassin 250 4 Faster baseball/bauble recharge rate.
+100% Max Misc Ammo 100 6 Gives the Scout one extra baseball/bauble per level.
Ball Marks Target Leaderboard class scout.png 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.

Other

Sapper

Upgrade Weapon Cost Level Notes
Robot Sapper Power Leaderboard class spy.png Building weapons 350 3 Increases robot Sapper radius and duration.

Buildings

These are available only to the Engineer.

Upgrade Building Cost Levels Notes
+1 Disposable Sentry Gun Leaderboard class engineer.png Engineer 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.
+50% Max Metal Capacity 200 4 +50% metal to the Engineer, not the buildings.
+100% Building Health All Buildings 400 3 The players have to re-build buildings for this to take effect.
+10% Sentry Firing Speed RED Level 3 Sentry Gun.png Sentry Gun
Red Mini Sentry.png Combat Mini-Sentry Gun
350 3 10% faster sentry fire rate.
2-Way Teleporters Telespin.pngTeleporter 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.
+100% Dispenser Range Lvl3dispenser.png Dispenser 100 3 Players can stand further away from the Dispenser to gain Ammo, Metal, and Health.

Power Up Canteen

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

Upgrade Classes Cost Uses Notes
Become Crit Boosted TF2 crosshair orange.png All classes 100 3 Crits and doubled sentry fire rate for 5 seconds.
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.
Refill Clips and Ammo 25 3 Instantly refills all weapons' clips and ammumition. Refills metal for Engineers and Sapper for Spies.
Teleport to Spawn 10 3 Instantly teleport to spawn and grants a 5 second speed boost.
Building Upgrade Leaderboard class engineer.png Engineer 50 3 Upgrades all existing buildings to Level 3 and fully restores their health.

Note certain weapons cannot be upgraded. These include:

Related achievements

Mvm navicon.png Mann vs. Machievements

Maximum Performance
Maximum Performance
Max out all resistances on a single class.
System Upgrade
System Upgrade
Max out all primary weapon upgrades.

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.

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.

Unused content

  • There are many additional sound files for Projectile Shield upgrade, they're referred into the game files as "prefix_burn_suffix", those probably would be used when multiple projectiles have been protected by the Projectile Shield. There is also another unused sound that would be used if the user retracted the shield after switching weapons.

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.
  • The upgrade screen will suddenly disappear for the Engineers if their teleporter is taken during this time. Any upgrade the Engineer was purchasing will be lost, but the money will not be returned.

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