Difference between revisions of "Upgrade Station"

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(Bugs: I think I found the true culprit of the chargin' targe upgrade reset bug, and therefore it has been deleted. In addition, I wrote my findings.)
m (Bugs: Clarification!)
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*The '''+50% Overheal Time''' upgrade is intended to stop overheal from decaying, but in the code is set to add 50% faster overheal decay time up to 200%, not subtract it to 0%. As a result overheal decays 100% faster.
 
*The '''+50% Overheal Time''' upgrade is intended to stop overheal from decaying, but in the code is set to add 50% faster overheal decay time up to 200%, not subtract it to 0%. As a result overheal decays 100% faster.
 
*Upgrades can be bought and sold after leaving the station only during the first wave. Every other wave afterward will prevent you from selling upgrades had you left the station after making the purchase.
 
*Upgrades can be bought and sold after leaving the station only during the first wave. Every other wave afterward will prevent you from selling upgrades had you left the station after making the purchase.
*By changing a weapon via [[Loadout#Loadout|load out]] before walking up to the upgrade station, then buying a single upgrade will prevent you from buying or selling any upgrades.
+
*By changing a weapon via [[Loadout#Loadout|load out]] before walking up to the upgrade station, then buying a single upgrade will prevent you from buying or selling any upgrades, including the one just bought.
 
**In the case of the Chargin' Targe and Splendid Screen, using this glitch will remove all upgrades for them.
 
**In the case of the Chargin' Targe and Splendid Screen, using this glitch will remove all upgrades for them.
  

Revision as of 14:12, 25 August 2012

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, player may modulate the number of levels in an upgrade by pressing the + and - buttons to redistribute their credits if they have made a mistake.

Upgrades and used credits are lost during class changes between waves. Players may reselect their class in order to regain upgrades. This 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. Upgrades can carry over class changes, if they apply to a different class. Changing weapons will lose all upgrades associated with that weapon, but will be regained once the player switches back to it. Disconnecting from a server and rejoining will allow the player to retain their current amount of credits and upgrades if they choose 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.

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

Upgrade Classes Cost Levels Notes
+25% Blast Resistance All 350 3 Take less damage from explosions.
+25% Bullet Resistance All 350 3 Take less damage from hitscan weapons.
+10% Movement Speed All 200 3 Adds 10% to movement speed.
+2% Health Regen All 200 5 Regenerates health every second.
+20% Jump Height All 200 3 Jump higher.
+25% Fire Resistance All 150 3 Take less damage from fire and afterburn.
+25% Crit Resistance All 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 Minigun, Natascha, Iron Curtain, Brass Beast, Tomislav, Huo-Long Heater 600 1 Bullets destroy Rockets and Grenades mid-flight
Knockback Rage 350 3 +1 rage on damage, taunt to knock back targets on damage
+20% Damage Leaderboard class soldier.png Rocket Launcher, Direct Hit, Black Box, Rocket Jumper, Liberty Launcher, Cow Mangler 5000, Original, Beggar's Bazooka
Leaderboard class demoman.png Grenade Launcher, Loch-n-Load
500 4
+25% Damage Leaderboard class scout.png Scattergun, Force-A-Nature, Shortstop, Soda Popper, Baby Face's Blaster
Leaderboard class pyro.png Flame Thrower, Backburner, Degreaser, Phlogistinator, Rainblower
Leaderboard class sniper.png Sniper Rifle, Huntsman, Sydney Sleeper, Bazaar Bargain, Machina, Hitman's Heatmaker, AWPer Hand
400 4
+2 Clip Size Leaderboard class soldier.png Rocket Launcher, Direct Hit, Black Box, Rocket Jumper, Liberty Launcher, Cow Mangler 5000, Original, Beggar's Bazooka
Leaderboard class demoman.png Grenade Launcher, Loch-n-Load
Leaderboard class medic.png Crusader's Crossbow
400 4
+50% Clip Size Leaderboard class scout.png Scattergun, Force-A-Nature, Shortstop, Soda Popper, Baby Face's Blaster
Leaderboard class engineer.png Shotgun, Frontier Justice, Widowmaker, Pomson 6000
Leaderboard class medic.png Syringe Gun, Blutsauger, Overdose
400 4
Projectile Penetration Leaderboard class sniper.png Huntsman
Hitscan
400 3 Projectiles penetrate enemy players.
Explosive Headshot Leaderboard class sniper.png Sniper Rifle, Huntsman, Bazaar Bargain, Machina, Hitman's Heatmaker, AWPer Hand 350 3 Increased headshot explosion radius and damage to nearby enemies
+50% Ammo Capacity All Ammunition-Using Primary Weapons 250 3 Ammo pickups grant more ammo proportionately.
+20% Reload Speed Leaderboard class scout.png Scattergun, Force-A-Nature, Soda Popper, Baby Face's Blaster
Leaderboard class soldier.png Rocket Launcher, Direct Hit, Black Box, Rocket Jumper, Liberty Launcher, Cow Mangler 5000, Original, Beggar's Bazooka
Leaderboard class demoman.png Grenade Launcher, Loch-n-Load
Hitscan
250 3
+10% Firing Speed Leaderboard class soldier.png Rocket Launcher, Direct Hit, Black Box, Rocket Jumper, Liberty Launcher, Cow Mangler 5000, Original, Beggar's Bazooka
Leaderboard class demoman.png Grenade Launcher, Loch-n-Load
Hitscan
200 4
+25 Health On Kill All damage dealing Primary Weapons 200 4 Health from robot kills can overheal players.
+25% Projectile Speed Leaderboard class soldier.png Rocket Launcher, Direct Hit, Black Box, Rocket Jumper, Liberty Launcher, Cow Mangler 5000, Original, Beggar's Bazooka
Leaderboard class demoman.png Grenade Launcher, Loch-n-Load
200 4
+25% Faster Charge Leaderboard class sniper.png Sniper Rifle, Sydney Sleeper, Bazaar Bargain, Machina, Hitman's Heatmaker, AWPer Hand 250 4
+25% Burn Damage Leaderboard class pyro.png Flame Thrower, Backburner, Degreaser, Phlogistinator, Rainblower 250 4 Afterburn damage bonus
+25% Burn Time 250 4 Afterburn duration
+25% Airblast Force 100 4
+5s Bleed On Target Leaderboard class sniper.png Huntman 250 4

Secondary

Upgrade Weapons Cost Levels Notes
+20% Damage Leaderboard class demoman.png Stickybomb Launcher, Scottish Resistance, Sticky Jumper 400 4
+2 Clip Size 400 4
+50% Clip Size Leaderboard class scout.png Winger, Pretty Boy's Pocket Pistol
Leaderboard class heavy.png Family Business
Leaderboard class sniper.png SMG, Cleaner's Carbine
Leaderboard class spy.png Revolver, Ambassador, Big Kill, L'Etranger, Enforcer, Diamondback
Leaderboard class scout.png Leaderboard class engineer.png Lugermorph, Pistol
Leaderboard class soldier.png Leaderboard class pyro.png Reserve Shooter
Leaderboard class soldier.png Leaderboard class pyro.png Leaderboard class heavy.png Shotgun
200 4
Projectile Penetration Hitscan 200 1 Projectiles penetrate enemy players.
+25 Health On Kill All damage dealing Secondary Weapons 100 4 Health from robot kills can overheal players.
+50% Ammo Capacity All Ammunition-Using Secondary Weapons 125 3 Ammo pickups grant more ammo accordingly.
+20% Reload Speed Leaderboard class pyro.png Detonator, Flare Gun, Scorch Shot
Leaderboard class demoman.png Stickybomb Launcher, Scottish Resistance, Sticky Jumper
Leaderboard class soldier.png Leaderboard class pyro.png Reserve Shooter
Leaderboard class soldier.png Leaderboard class pyro.png Leaderboard class heavy.png Shotgun
250 3
+20% Recharge Rate Leaderboard class scout.png Bonk! Atomic Punch, Crit-a-Cola, Mad Milk, Flying Guillotine
Leaderboard class heavy.png Sandvich, Buffalo Steak Sandvich
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 demoman.png Stickybomb Launcher, Scottish Resistance, Sticky Jumper
Leaderboard class engineer.png Short Circuit
Hitscan
100 4
-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 150 4
Share Canteens Leaderboard class medic.png Medi Gun, Kritzkrieg, Quick-Fix 600 1 Share canteen powerups with heal target
+25% Übercharge Rate 300 4
+25% Heal Rate 250 4
+2s Über Duration 250 3
+25% Max Overheal 200 4
+50% Overheal Time 150 2 Decreases overheal decay rates.

Melee

Upgrade Weapons Cost Levels Notes
+10% Attack Speed Any Melee 200 4
+25% Damage Leaderboard class demoman.png Bottle, Eyelander, Scotsman's Skullcutter, Pain Train, Frying Pan, Horseless Headless Horsemann's Headtaker, Ullapool Caber, Claidheamh Mòr, Half-Zatoichi, Persian Persuader, Nessie's Nine Iron, Scottish Handshake, Conscientious Objector 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.
+25 Health On Kill Any Melee 100 4 Health from robot kills can overheal players.
Armor Penetration Leaderboard class spy.png Knife, Your Eternal Reward, Conniver's Kunai, Big Earner, Wanga Prick, Spy-cicle, Sharp Dresser, Black Rose 400 4 Allows backstabs against giant robots at X% (out of 750) damage
+2s Crits On Kill Leaderboard class demoman.png Bottle, Eyelander, Scotsman's Skullcutter, Pain Train, Frying Pan, Horseless Headless Horsemann's Headtaker, Ullapool Caber, Claidheamh Mòr, Half-Zatoichi, Persian Persuader, Nessie's Nine Iron, Scottish Handshake, Conscientious Objector
Leaderboard class spy.png Knife, Your Eternal Reward, Conniver's Kunai, Big Earner, Wanga Prick, Spy-cicle, Sharp Dresser, Black Rose
350 2 2 seconds of 100% Critical hit chance per level; switching weapons retains critical hits.
+20% Recharge Rate Leaderboard class scout.png Sandman, Wrap Assassin 250 4 Faster baseball/bauble recharge rate.
+100% Max Misc Ammo Leaderboard class scout.png Sandman, Wrap Assassin 100 4 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 the baseball

Other

Sapper
Upgrade Weapons Cost Levels Notes
Robot Sapper Power Leaderboard class spy.png Sapper, Red-Tape Recorder 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 Red Mini Sentry.png Combat Mini-Sentry Gun 500 1 Gives the player a disposable mini-sentry. The Mini-sentry cannot be upgraded, repaired, refilled or wrangled. Once the mini-sentry runs out of ammunition, it self-destructs. Not affected by building health and sentry fire rate upgrades.
+100% Building Health All Buildings 400 3 You have to build new 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.png Teleporter 250 1 Teleporters will teleport players regardless if they are standing on an Entrance or an Exit.
+50% Max Metal Capacity Leaderboard class engineer.png Engineer 200 4 +50% metal to the Engineer, not the buildings.
+100% Dispenser Range Lvl3dispenser.png Dispenser 100 3 Players can stand further away from the Dispenser to gain Ammo and Health.

Power Up Canteen

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

Upgrade Cost Uses Notes
Become Crit Boosted 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.
Building Upgrade 50 3 (Engineers only) Upgrades all existing buildings to Level 3.
Refill Clips and Ammo 25 3 Instantly refills all weapons' clips and ammumition. Refills metal for Engineers and Cloak time for Spies.
Teleport to Spawn 10 3 Instantly teleport to spawn and grants a 5 second speed boost.

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

Bugs

  • The +20% Recharge Rate upgrade can apply on Dalokohs Bar and Fishcake though they lack a recharge mechanic.
  • The +2% Health Regen upgrade displays health regenerated as a percentage, even though it is incremented additively by 2.
  • The +50% Overheal Time upgrade is intended to stop overheal from decaying, but in the code is set to add 50% faster overheal decay time up to 200%, not subtract it to 0%. As a result overheal decays 100% faster.
  • Upgrades can be bought and sold after leaving the station only during the first wave. Every other wave afterward will prevent you from selling upgrades had you left the station after making the purchase.
  • By changing a weapon via load out before walking up to the upgrade station, then buying a single upgrade will prevent you from buying or selling any upgrades, including the one just bought.
    • In the case of the Chargin' Targe and Splendid Screen, using this glitch will remove all upgrades for them.

Trivia

  • There are several items visible inside the Upgrade Station, the most notable being the Bear Trap and the Frag Grenade which are both grenade weapons that were cancelled.
  • There is a file named mvm_upgrades.txt that controls the cost of individual upgrades, effect of individual upgrades and the cap on how much one can upgrade a specific attribute.
    • It is found within Team Fortress 2 content.gcf inside the tf/scripts/items/ folder. It may be extracted and edited (as a custom hud would be.) A server may use an edited file to provide a different game. Note though, that clients' file not matching a server's causes the upgrades to mismatch and may prevent upgrade purchases.
  • Inside the above noted file there are 3 upgrades to be found that are not currently in the game. They are 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 was supposed to be played whilst the player used an Upgrade Station.

See also

External links