Difference between revisions of "Mann vs. Machine/pl"
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{{DISPLAYTITLE:Mann kontra Maszyny (tryb gry)}} | {{DISPLAYTITLE:Mann kontra Maszyny (tryb gry)}} | ||
− | {{ | + | {{trans}} |
{{hatnote|Ten artykuł dotyczy trybu gry. By sprawdzić inne znaczenia zobacz [[Mann vs. Machine (disambiguation)/pl|Mann kontra Maszyny (ujednoznacznienie)]].}} | {{hatnote|Ten artykuł dotyczy trybu gry. By sprawdzić inne znaczenia zobacz [[Mann vs. Machine (disambiguation)/pl|Mann kontra Maszyny (ujednoznacznienie)]].}} | ||
[[Image:Coal Town base.png|thumb|right|300px|Właz bomby na mapie Coal Town]] | [[Image:Coal Town base.png|thumb|right|300px|Właz bomby na mapie Coal Town]] | ||
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== Zasady == | == Zasady == | ||
− | + | Zespół zostaje zaatakowany przez hordę robotów kontrolowanych przez sztuczną inteligencję, i musi powstrzymać je od dostarczenia bomby do bazy graczy (tak jak w [[Payload/pl|Ładunku]]). Każdy zniszczony robot dostarcza graczom [[credits/pl|pieniądze]]. Między falami robotów,jak i podczas, gracze mają szansę ulepszyć swoje bronie w [[Upgrade Station/pl|Sklepie z Ulepszeniami]] z użyciem zebranych pieniędzy. Można również wykupić ulepszenia dla obecnej klasy. Wszystkie ulepszenia są zachowywane, nawet po zmianie klasy, lecz raz wykupione ulepszenia są dostępne wyłącznie dla klasy dla której zostały przeznaczone. Jeśli wszyscy gracze przegrają walkę z robotami, gra rozpoczyna się od początku tej rundy której nie udało im się przejść. | |
− | Zespół zostaje zaatakowany przez hordę robotów kontrolowanych przez sztuczną inteligencję, i musi powstrzymać je od dostarczenia bomby do bazy graczy (tak jak w [[Payload/pl|Ładunku]]). Każdy zniszczony robot dostarcza graczom [[credits/pl|pieniądze]]. Między falami robotów,jak i podczas, gracze mają szansę ulepszyć swoje bronie w [[Upgrade Station/pl|Sklepie z Ulepszeniami]] z użyciem zebranych pieniędzy | ||
===Roboty=== | ===Roboty=== | ||
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|- | |- | ||
|} | |} | ||
+ | |||
+ | == Gameplay == | ||
+ | For the sake of identification, all human players are dressed as RED and identified as team DEFENDERS while all robots use BLU colors in their visual effects and in the kill feed. Games are played in waves, each containing a pre-set number of enemies. Various support classes also spawn in periodically until the wave is over. | ||
+ | |||
+ | Before each wave begins, Defenders are shown relevant information in the top HUD, such as the enemies the next wave will contain, the current wave, and the number of waves for that mission. Pre-set enemies have a number under each icon to indicate how many will be present in the wave, while support classes are listed to the right-hand side. A flashing blue icon means that the enemy or enemies will always fire [[critical hit]]s. During pre-wave intervals, Engineers are able to instantly place level 3 buildings and Medics have a notably faster [[ÜberCharge]] fill rate. | ||
+ | |||
+ | When at least three players enter a Mann vs. Machine server, the option to ready up is enabled. Once one player declares they are ready, a 150-second countdown clock begins. As more players ready up, the countdown clock reduces to a minimum of 30 seconds until all players are ready. When all players are ready, the countdown reduces to 10 seconds. When the countdown ends, the wave begins. Players joining the server during the countdown will not increase the time. | ||
+ | |||
+ | When the wave begins, the top HUD will change to show a strength gauge to depict the quantity of pre-set enemies left. Robots will begin spawning in the battlefield in groups. Until they are on platforms that are accessible by players, attacking a robot will do nothing but cause them to glow as if they were ÜberCharged. During the wave, information about certain enemies may appear in the top HUD and will be announced by the [[Administrator]]. | ||
+ | |||
+ | * '''[[Sentry Buster]]''' - Sentry Busters are large, bipedal [[stickybomb]]s that will run, stop, and self-destruct near [[Sentry Gun]]s. If an Engineer is moving their Sentry Gun, the Sentry Buster will chase them until they stop. These enemies only appear in response to effective Sentry Guns built by an [[Engineer]] on the defending team and will spawn more often if there are multiple effective Sentry Guns. A common strategy is for the [[Engineer]] to pick up their Sentry and run away from other players on the map and touch the Sentry Buster. This will cause the Sentry Buster to stop and it will explode. Another common strategy is for the Engineer to sacrifice their Sentry Gun by allowing the Sentry Buster to destroy it in a safe location. This will stop the Sentry Busters from spawning for a period of time. | ||
+ | * '''[[Tank Robot|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 they are destroyed or reach their destination. They may crush any unfortunate player or robot that gets stuck between them and a wall. Tanks do not need to carry or retrieve the main bomb, as each one contains its own. | ||
+ | * '''[[Sniper Robot|Sniper]]''' - Sniper Robots spawn like regular robots, but will mostly try to snipe players from higher platforms instead of running with the horde. All Sniper Robots except those carrying the [[Huntsman]] are unable to [[headshot]]. | ||
+ | * '''[[Spy Robot|Spy]]''' - Unlike other robots, Spy Robots may spawn anywhere where players aren't looking in the field by use of their [[Invisibility Watch|cloaking]]. They can [[Disguise Kit|disguise]] as friendly players, [[backstab]] players, and can [[Sapper|sap]] Engineer [[buildings]]. The Announcer will call out the number of Spy Robots remaining after each successive one is killed. | ||
+ | * '''[[Engineer Robot|Engineer]]''' - Engineer Robots can enter in two ways - one, more common variation of the robot will teleport into the map near the bomb, while two rarer versions with half of the health will enter normally. Upon reaching a predetermined nest area, the Robot Engineer commences building a [[Teleporter]], which acts as a forward spawn point for the robots, and a [[Sentry Gun]] to defend it. | ||
+ | |||
+ | After each successful wave, the defenders will be evaluated based on how well money was collected (with a credit rating ranging from '''F''' to '''A+'''). If all the piles of money are collected (the A+ grade), the team will earn a $100 bonus. Once a mission is completed, the defenders will be given a final evaluation, and the server will load the next Mann vs. Machine map after an interval of 20 seconds. | ||
+ | |||
+ | == Abandoning == | ||
+ | [[Image:2013-03-02 00001.jpg|thumb|right|300px|An example of the matchmaking screen when the penalty is applied]] | ||
+ | Introduced in the {{Patch name|10|17|2012}}, rules regarding players "abandoning" games have been implied. | ||
+ | A player is considered to have "abandoned" a game if they meet all of the following criteria: | ||
+ | * Leave a game while playing a Mann Up game on an official server; and | ||
+ | * Have not played through a single wave to completion or failure; and | ||
+ | * There are 5 or more players currently connected to the server (including the player). | ||
+ | If they meet all of the criteria repeatedly, the player will temporarily be placed in a low-priority queue, resulting in a significantly longer wait upon matchmaking. | ||
+ | |||
+ | Otherwise, it is safe to disconnect a game without being considered "abandoning" the game. | ||
+ | |||
+ | If a player presses the disconnect button, the player will receive a message telling them whether it is safe to leave. The player will either abandon the game with a penalty or without depending on the occasion. However, if the player leaves by other means (such as changing server via [[List of useful console commands|console]] or the in-game Steam HUD), they will not receive a message and may get a penalty without being notified. | ||
+ | |||
+ | If a player loses their connection while in-game, the spot will be reserved for the player and will have 3 minutes to rejoin. If the player does not rejoin after the time is up, the player will have been counted as leaving the server intentionally. If the game has crashed or the player loses their Internet connection, then the player can then restart Team Fortress 2 and the player will be given a prompt to reclaim their spot in the match. This prompt will inform the player of the penalties they will get if they decline the spot. If the player fails to rejoin within the three minutes and they fill out the criteria listed above, then it will count the player as having abandoned the match. | ||
+ | |||
+ | If a player is kicked for being idling whilst in a match, then it will be counted as quitting intentionally and therefore will incur a penalty. | ||
+ | If a player is votekicked from a server, they will not be considered as leaving intentionally and will not incur a penalty. | ||
+ | |||
+ | == Strategia == | ||
+ | {{main|Community Mann vs. Machine strategy/pl|l1=Strategia społeczności dla trybu Mann Kontra Maszyny}} | ||
== Mapy == | == Mapy == | ||
− | {{main|List of maps/pl}} | + | {{main|List of maps/pl|l1=Lista map}} |
− | Mann kontra Maszyny mapy rozpoczynają się z '''mvm_''' . | + | Mann kontra Maszyny mapy rozpoczynają się z przedrostkiem '''mvm_''' . |
+ | |||
{| class="wikitable" cellpadding=2 style="text-align:center;" | {| class="wikitable" cellpadding=2 style="text-align:center;" | ||
|- style="height: 20px;" | |- style="height: 20px;" | ||
Line 162: | Line 200: | ||
| width="60px" |{{code|mvm_mannhattan}} | | width="60px" |{{code|mvm_mannhattan}} | ||
|- | |- | ||
+ | |} | ||
== Powiązane osiągnięcia == | == Powiązane osiągnięcia == | ||
− | {{Main|Mann vs. Machievements/pl}} | + | {{Main|Mann vs. Machievements/pl|l1=Mannosiągnięcia}} |
+ | == Linki zewnętrzne == | ||
+ | * [http://www.teamfortress.com/mvm/ Mann kontra Maszyny] {{lang icon|en}} | ||
{{MannVsMachineNav}} | {{MannVsMachineNav}} |
Revision as of 12:59, 28 July 2014
Ta strona jest w trakcie tłumaczenia na język polski. Jeśli mówisz po polsku, napisz na stronie dyskusji lub porozmawiaj z użytkownikami, którzy wnieśli wkład do strony (sprawdź jej historię). |
„ | Gray Mann stworzył niepowstrzymywalną armię automatów w jednym celu: aby zniszczyć wszystko, co nosi logo Mann Co. Na szczęście dla ciebie, większość tego legionu robotów wyposażona jest w podstawowe bronie które nigdy nie mogłyby zburzyć całego budynku. Niestety, mają one też dostęp do wielkich bomb, które zawlokłyby przez piekło, jeśli na jego końcu znajdowałaby się dziura na bomby Mann Co. I to twoim zadaniem jest zatrzymanie ich.
— Slogan reklamowy trybu Mann kontra Maszyny
|
” |
Mann kontra Maszyny to kooperacyjny tryb gry wydany w aktualizacji o tej samej nazwie. W Mann kontra Maszyny, zespół sześciu graczy musi powstrzymać hordy robotów przed doniesieniem bomby do bazy. Gracze mogą wykupić ulepszenia używając tutejszej waluty zwanej kredytami. Wszystkie wykupione ulepszenia będą obowiązywały do końca gry. Jeśli gracz opuści serwer podczas gry z jakiegoś powodu, to o ile połączy się na nowo, zachowa swoje ulepszenia.
Jedynymi osiągnięciami do zdobycia w tym trybie gry są Mannosiągnięcia.
Mann kontra Maszyny używa oddzielnego zestawienia "Najlepszych momentów" tym samym zawierając osobny raport dotyczący statystyk gracza. Pojawią się one zaraz po zestawieniu "Najlepszych Momentów" gdy klient połączy się z serwerem.
Ten tryb gry obecnie posiada pięć poziomów trudności: Normalny, Średni, Zaawansowany, Ekspert i Koszmar. W przeciwieństwie do powszechnego mniemania, poziom trudności "Koszmar" jest często łatwiejszy od poziomu Ekspert oraz niejednokrotnie poziomu Zaawansowanego.
Spis treści
Filmy
Zwiastun | Film instruktażowy |
---|---|
Głos Medycyny | |
Zasady
Zespół zostaje zaatakowany przez hordę robotów kontrolowanych przez sztuczną inteligencję, i musi powstrzymać je od dostarczenia bomby do bazy graczy (tak jak w Ładunku). Każdy zniszczony robot dostarcza graczom pieniądze. Między falami robotów,jak i podczas, gracze mają szansę ulepszyć swoje bronie w Sklepie z Ulepszeniami z użyciem zebranych pieniędzy. Można również wykupić ulepszenia dla obecnej klasy. Wszystkie ulepszenia są zachowywane, nawet po zmianie klasy, lecz raz wykupione ulepszenia są dostępne wyłącznie dla klasy dla której zostały przeznaczone. Jeśli wszyscy gracze przegrają walkę z robotami, gra rozpoczyna się od początku tej rundy której nie udało im się przejść.
Roboty
Większość hordy robotów składa się ze zwykłych robotów o wyglądzie dziewięciu klas z podstawową bronią. Jednakże występuje też pewna liczba specjalnych robotów z wyjątkowymi zdolnościami.
Gdy robot niesie bombę, traci połowę swojej normalnej prędkości. Jednakże, otrzymuje on bonusy, które wzrastają wraz z czasem. Grafika przedstawia okres czasu po którym robot uzyska następny bonus. Bonusy są aktywowane przez niosącego bombę poprzez drwinę, której towarzyszy dźwięk. Bonusy dzielą się na trzy etapy.
Etapy | Ulepszenia | Czas (Sekundy) |
---|---|---|
Pierwszy etap | Obronne ulepszenia, dzielone z pobliskimi robotami | 5 |
Drugi etap | 45 jednostek zdrowia regenerowanych na sekundę | 15 |
Trzeci etap | Nieustające Trafienia krytyczne | 15 |
Olbrzymie roboty nie mogą uzyskiwać bonusów lub tracić prędkości gdy niosą bombę.
Zdolności i ulepszenia
Gracze mogą używać nagromadzone kredyty w Stacji Ulepszeń by Mannierkę ulepszeniami, jak np. osobistym ÜberChargem, pięciosekundowym krytycznym doładowaniem, uzupełnieniem amunicji lub zdolnością natychmiastowego budowania konstrukcji dla Inżyniera czy też powrotu do punktu odrodzenia. Każda z Mannierek zapewnia do trzech użyć które muszą być tego samego rodzaju.
Gracze mogą także wykupić osobiste zdolności dla siebie lub ulepszonych broni.
Skaut |
|
---|---|
Żołnierz |
|
Pyro |
|
Demoman |
|
Gruby |
|
Inżynier |
|
Medyk |
|
Snajper |
|
Szpieg |
|
Gameplay
For the sake of identification, all human players are dressed as RED and identified as team DEFENDERS while all robots use BLU colors in their visual effects and in the kill feed. Games are played in waves, each containing a pre-set number of enemies. Various support classes also spawn in periodically until the wave is over.
Before each wave begins, Defenders are shown relevant information in the top HUD, such as the enemies the next wave will contain, the current wave, and the number of waves for that mission. Pre-set enemies have a number under each icon to indicate how many will be present in the wave, while support classes are listed to the right-hand side. A flashing blue icon means that the enemy or enemies will always fire critical hits. During pre-wave intervals, Engineers are able to instantly place level 3 buildings and Medics have a notably faster ÜberCharge fill rate.
When at least three players enter a Mann vs. Machine server, the option to ready up is enabled. Once one player declares they are ready, a 150-second countdown clock begins. As more players ready up, the countdown clock reduces to a minimum of 30 seconds until all players are ready. When all players are ready, the countdown reduces to 10 seconds. When the countdown ends, the wave begins. Players joining the server during the countdown will not increase the time.
When the wave begins, the top HUD will change to show a strength gauge to depict the quantity of pre-set enemies left. Robots will begin spawning in the battlefield in groups. Until they are on platforms that are accessible by players, attacking a robot will do nothing but cause them to glow as if they were ÜberCharged. During the wave, information about certain enemies may appear in the top HUD and will be announced by the Administrator.
- Sentry Buster - Sentry Busters are large, bipedal stickybombs that will run, stop, and self-destruct near Sentry Guns. If an Engineer is moving their Sentry Gun, the Sentry Buster will chase them until they stop. These enemies only appear in response to effective Sentry Guns built by an Engineer on the defending team and will spawn more often if there are multiple effective Sentry Guns. A common strategy is for the Engineer to pick up their Sentry and run away from other players on the map and touch the Sentry Buster. This will cause the Sentry Buster to stop and it will explode. Another common strategy is for the Engineer to sacrifice their Sentry Gun by allowing the Sentry Buster to destroy it in a safe location. This will stop the Sentry Busters from spawning for a period of time.
- 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 they are destroyed or reach their destination. They may crush any unfortunate player or robot that gets stuck between them and a wall. Tanks do not need to carry or retrieve the main bomb, as each one contains its own.
- Sniper - Sniper Robots spawn like regular robots, but will mostly try to snipe players from higher platforms instead of running with the horde. All Sniper Robots except those carrying the Huntsman are unable to headshot.
- Spy - Unlike other robots, Spy Robots may spawn anywhere where players aren't looking in the field by use of their cloaking. They can disguise as friendly players, backstab players, and can sap Engineer buildings. The Announcer will call out the number of Spy Robots remaining after each successive one is killed.
- Engineer - Engineer Robots can enter in two ways - one, more common variation of the robot will teleport into the map near the bomb, while two rarer versions with half of the health will enter normally. Upon reaching a predetermined nest area, the Robot Engineer commences building a Teleporter, which acts as a forward spawn point for the robots, and a Sentry Gun to defend it.
After each successful wave, the defenders will be evaluated based on how well money was collected (with a credit rating ranging from F to A+). If all the piles of money are collected (the A+ grade), the team will earn a $100 bonus. Once a mission is completed, the defenders will be given a final evaluation, and the server will load the next Mann vs. Machine map after an interval of 20 seconds.
Abandoning
Introduced in the Aktualizacja z 17 października 2012, rules regarding players "abandoning" games have been implied. A player is considered to have "abandoned" a game if they meet all of the following criteria:
- Leave a game while playing a Mann Up game on an official server; and
- Have not played through a single wave to completion or failure; and
- There are 5 or more players currently connected to the server (including the player).
If they meet all of the criteria repeatedly, the player will temporarily be placed in a low-priority queue, resulting in a significantly longer wait upon matchmaking.
Otherwise, it is safe to disconnect a game without being considered "abandoning" the game.
If a player presses the disconnect button, the player will receive a message telling them whether it is safe to leave. The player will either abandon the game with a penalty or without depending on the occasion. However, if the player leaves by other means (such as changing server via console or the in-game Steam HUD), they will not receive a message and may get a penalty without being notified.
If a player loses their connection while in-game, the spot will be reserved for the player and will have 3 minutes to rejoin. If the player does not rejoin after the time is up, the player will have been counted as leaving the server intentionally. If the game has crashed or the player loses their Internet connection, then the player can then restart Team Fortress 2 and the player will be given a prompt to reclaim their spot in the match. This prompt will inform the player of the penalties they will get if they decline the spot. If the player fails to rejoin within the three minutes and they fill out the criteria listed above, then it will count the player as having abandoned the match.
If a player is kicked for being idling whilst in a match, then it will be counted as quitting intentionally and therefore will incur a penalty. If a player is votekicked from a server, they will not be considered as leaving intentionally and will not incur a penalty.
Strategia
Mapy
Mann kontra Maszyny mapy rozpoczynają się z przedrostkiem mvm_ .
Nazwa | Zdjęcie | Nazwa pliku |
---|---|---|
Big Rock | mvm_bigrock
| |
Coal Town | mvm_coaltown
| |
Coaltown Event | mvm_coaltown_event
| |
Decoy | mvm_decoy
| |
Mannworks | mvm_mannworks
| |
Rottenburg | mvm_rottenburg
| |
Mannhattan | mvm_mannhattan
|
Powiązane osiągnięcia
Linki zewnętrzne
- Mann kontra Maszyny (angielski)
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|