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Revision as of 07:13, 17 August 2012

Gray Mann ha costruito un inarrestabile esercito automa a uno scopo solo: distruggere le proprietà di Mann Co. Fortunatamente, la maggioranza di questa legione di robot e' equipaggiata con armi basilari che non potrebbero mai livellare un intera costruzione. Sfortunatamente, hanno accesso anche ad enormi bombe, che porterebbero attraverso l'inferno se ciò significa sganciarne una in un buco-bomba Mann Co. E sta a te fermarli.
Aggiornamento Mann vs. Machine

Mann vs. Machine è una modalità di gioco co-op rilasciata con l'aggiornamento omonimo. In Mann vs. Machine, un gruppo di sei giocatori tenta di impedire a un'orda di robot di portare una bomba nella loro base. Come i nemici controllati dalla CPU e il gameplay co-op, un'altra distinta caratteristica della modalita è l'abilita per i giocatori di aquistare miglioramenti per le loro armi usando dei soldi virtuali guadagnati durante la partita. Tutti i miglioramenti dureranno per l'intera partita.

Meccanica

Il gruppo è attaccato da un orda di robot controllati dalla CPU, e devono impedire loro di scortare una bomba nella base dei giocatori (come nella modalità Payload|carico). Ogni robot distrutto fornisce soldi ai giocatori (quando un giocatore raccoglie un mucchio di soldi, tutti ne traggono profitto). Tra le varie ondate di robot, i giocatori hanno la possibilità di migliorare le proprie armi al negozio nello spawn usando questi soldi. Possono anche migliorare le abilità della propria classe. Le abilità migliorate sono conservate, anche cambiando classe, ma sono solo disponibili per la classe con cui erano state comprate.

Ad un certo costo, il negozio di miglioramenti può anche riempire la Borraccia di un giocatore con un potenziamento—per esempio una ÜberCarica personale, un aumento di cinque secondi di colpi critici, o un rifornimento delle munizioni—oppure una abilità come costruzioni veloci per gli ingegneri o l'abilità di teletrasportarsi al punto di spawn. Le Borraccie forniscono tre usi ciascuna.

La maggior parte dell'orda di robot è fatta di versioni robotiche delle nove classi, con le rispettive armi di base. Tuttavia, ci sono anche alcuni robot speciali con abilità uniche.

Il robot che porta la bomba riceve potenziamenti che aumentano col tempo. Questi potenziamenti si dividono in tre stadi, che si ammucchiano insieme:

Stadi Miglioramenti
Primo stadio Potenziamento difensivo, spartito con i robot vicini
Second stage Rigenerazione della salute
Final stage Critici pieni tutto il tempo

Abilities and Upgrades

20px [[Esploratore/it|Template:Dictionary/classes/esploratore]]
  • Latte Pazzo potenziato rallenta i nemici colpiti.
  • Gli esploratori hanno tutti:
    • Extra-large cash collection radius.
    • Health boosts from collected cash.
    • Instant respawns.
Leaderboard class soldier.png Soldato
  • Upgraded Buff Banner can empower entire team.
  • Upgraded Rocket Launcher to increase damage, firing speed, reload speed and projectile speed.
Leaderboard class pyro.png Piro
  • Upgraded airblast pushes targets further.
  • Use airblasts to separate Medic robots from their targets and push bomb-carrying robots into mineshafts.
  • Upgraded Flare Gun becomes a lethal long range weapon.
Leaderboard class demoman.png Demolitore
  • Use a Critical Hit Boost canteen to lay deadly sticky traps.
  • Use damage-upgraded Sticky Bomb clusters to instantly destroy all but the strongest targets.
Leaderboard class heavy.png Grosso
  • Upgraded rounds pass through multiple targets.
  • Upgraded Minigun can shoot down projectiles.
  • Upgraded Heavy can generate rage, causing rounds to knock back enemies.
Leaderboard class engineer.png Ingegnere
  • Upgraded Engineer can build a second, disposable Mini-Sentry.
  • Use a Critical Hit Boost canteen to temporarily boost Sentry Gun to three times its firing speed.
  • Remember: The Wrangler excels against long-range targets.
Leaderboard class medic.png Medico
  • Upgraded Medi Gun or Kritzkrieg boosts overheal amount and duration.
  • Upgraded Medic can increase ÜberCharge build rate and lengthen deploy duration.
  • Upgraded Medic can share his Canteen effects with heal target.
Leaderboard class sniper.png Cecchino
  • Upgraded Jarate slows affected enemies.
  • Upgraded Sniper Rifle rounds and Huntsman arrows pass through multiple targets.
  • Combine Jarate and bleed effect on rounds and arrows to take down larger enemies.
  • Upgraded Sniper Rifle and Huntsman cause explosive headshots.
Leaderboard class spy.png Spia
  • Upgraded Sapper can disable groups of regular robots and slow Giants.
  • Spies' disguises fool all robot enemies; robots may detect a nearby backstab, and will always detect a Spy who is on fire.
  • Upgraded Knife can penetrate armor, allowing increasing effectiveness against Giants.

Gameplay

See Also: Mann vs Machine Strategy For the sake of identification, all human players will be dressed in RED and will be identified as team DEFENDERS while all robots will have BLU colors in their visual effects and in the kill feed.

Before each round begins, Defenders will be given a graphic indication of the impending onslaught. Primary targets will have numbers underneath them and will be classified by class or (in the case of special robots) their specialty. Red groups indicate tanks as well as giant robots. Support targets will be noted as such and will tend to be focused on attacking the players rather than carrying the bomb (though some like Scout supports will try to carry the bomb at times). Snipers and Spies are always assigned support roles.

During the setup phase, Engineers can build all of their available buildings for free, and anything they build is instantly upgraded to Level 3.

When at least three players enter a Mann vs Machine server, the option to begin play is enabled. During setup phase, Engineers are able to place buildings at no metal cost and fully upgraded to level 3. Once one player says they are ready, a countdown clock will begin. As more players acknowledge they are ready, the clock time will be reduced. If all players acknowledge that they are ready, the round is committed and the clock is reduced to ten seconds. Once the countdown ends, the robots will begin their approach to the field. Robots cannot attack or be damaged until they jump down into the players' field.

A strength gauge will appear to note the remaining forces of the wave. Only primary targets count towards this progress. As they are destroyed, the gauge will empty. Once it is completely empty, the wave is defeated. During the wave, support icons may appear to indicate a specific threat.

  • Sniper - Snipers are entering the field. They enter like regular robots but will be focused on attacking players from afar.
  • Spy - Spy robots are on the field. Unlike the other robots, these used their cloaks to infiltrate the field and will enter from the player's side of the field (which means they'll be coming from behind you most of the time), already disguised as a human. They will act as your average Spy would: sapping Engineer buildings and attempting backstabs.
  • Sentry Buster - Sentry Busters will fixate on a Sentry Gun on the field and try to get close to it. If it reaches the Sentry or runs out of health, it will stop and then explode powerfully after two seconds, destroying all buildings within the explosion's radius.
  • Tank - Heavily-armored tanks will enter the field from specific entry points. They won't attack but will move implacably towards the bomb hatch until destroyed.

After each successful wave, the defenders will be evaluated based on how aggressively money was collected. If all the piles of money are collected, the team will earn a $100 bonus. Once a mission is completed, the defenders will be given a final evaluation( A being the best) and the server will load the next Mann vs. Machine map.

Maps

Name Picture File name
Coal Town Poster Coal Town.png mvm_coaltown
Decoy link=DecoyTemplate:Iflang mvm_decoy
Mannworks Poster Mannworks.png mvm_mannworks

Bugs

  • Sometimes a menu such as team, class, or upgrade choice will freeze on screen, forcing you to refresh the HUD.
  • If the server map times expires (the map time left drops to 0), the current game will keep playing after the bomb has been detonated, without starting a new round (the players can force a new round to start by destroying all the robots as normal however). In addition, the players will automatically lose as soon as the bomb arrives, however the mercenaries can continue to fight and win the round whilst all the robots crowd around the bomb without picking it up.
  • The hole in which the bomb is placed kills everything, including bots carrying bombs.
  • When killed by a dead bot, such as from afterburn, the killfeed shows that the bot has moved to spectator mode. This is due to the internal routine that reassigns bot players for the next attack.
  • When playing on a server with 2+ (but less than 6) players, the map may glitch once the bomb has exploded - the map will continue, but the exploded pit will be deadly to all, making it impossible to lose unless a tank delivers its bomb.

Trivia

  • Two grenade weapons cut from the game, the Bear Trap and the Frag Grenade, can be seen in the Upgrade Store.
  • Using Taunts that normally deal damage, like the fencing taunt will not affect the tanks