Credits

From Team Fortress Wiki
Revision as of 23:23, 24 September 2014 by Micahnightwolf (talk | contribs)
Jump to: navigation, search
Credits
Credits
Pickup Type: Credits
For reasons I can't comprehend or explain, the robots run on piles of money. Destroy them and whatever falls out is yours.
Miss Pauling

Credits are piles of cash which drop when robots are destroyed in Mann vs. Machine mode. Regular robots will drop small piles of cash while giant robots and tanks drop larger piles of cash. The amount of credits dropped per sub-wave is fixed, usually a multiple of 50 or 100, and is distributed equally amongst all robots in that sub-wave (for example, in a sub-wave of 30 robots that gives 100 credits, each robot will drop either 3 or 4 credits that overall sums to 100). Normally, support-only classes (such as Snipers, Spies, and Sentry Busters) do not drop credits. Other support classes may drop credits up to a maximum amount at which point killing more of them will not drop any more, and if this maximum amount has not been reached by the end of a wave then all remaining robots of that support group will drop the remainder. Credits will have sizes depending on how much is dropped. 9 or less will drop a small pile of credits, 10-24 will drop a medium pile and 25+ will drop a large pile of credits.

Credits can be used at Upgrade Stations to purchase weapon upgrades, abilities, and Power Up Canteen buffs. To date, all missions start players off with 400 credits, with the exception of Mech Mutilation, where players will start with 1000 credits; Calignious Caper, where players start with 5000 credits; and all of the Bigrock missions, where players start with 1200 credits in Benign Infiltration and Bone Shaker and 1500 credits in Broken Parts

Players who have been killed have the option of buying back into the game early (default key H) for 5 credits per second remaining (e.g. the cost is 25 credits to skip 5 seconds of respawn delay). The defending team is notified via a sound cue as well as a message in the chat box indicating how many credits were spent. Scouts respawn almost instantly (there is a delay of approximately two seconds between the deathcam screen disappearing and respawning) and thus have very little need for this mechanic.

If a player joins a game already in progress, they will receive the total amount of credits that have been collected so far in the previous and current rounds of the game, including the starting credits.

Collection

Any class can run over a pile of credits to collect it, sometimes triggering voice lines encouraging other players to join in. Scouts have the ability to attract credits from about the width of a control point away, making it easier and faster to collect numerous piles. Scouts also gain health for collecting credits; the amount of health received is based on the size of the pile. The health received starts at 50 at normal health and decreases as the Scout's health increases, down to approximately 5 health per credit pile at 700 HP and over. All credits collected are shared equally amongst all players; if a credit pile is worth 50 credits, all players will gain 50 credits when any player collects it.

As the amount of credits dropped is dependent on the number of robots in the wave, the amount gained from a single pickup is not fixed and can vary between two otherwise identical piles. The total amount of all credit pickups active on the map is displayed underneath the player's current cash; this number appears green if no credits in the wave have been missed, and black otherwise.

Credits have an expiration time and will start flashing to alert players when they are about to expire. When expired, the credits will disappear into a puff of flame. Robots killed by a Sniper's headshots (or kills from the explosive headshot upgrade) will cause the dropped money to become red, and will automatically become collected at the point where it would normally disappear. Red credit piles appear identical to normal ones, with the exception of the red dollar sign particle effect that emits from them, instead of the normal green. While the value of the red credit piles has already been collected by the Sniper, it still gives health to Scout players who pick it up. In fact, that is the only purpose of a red credit pile, and everyone who is not a Scout should ignore it.

The number of credits collected in a wave is graded by the Administrator as a credit rating ranging from A to F. Collecting all credits dropped during a wave will result in a credit rating of A+ and a bonus of 100 credits to each player. The credit rating for an entire game is also tracked as the sum of all its rounds.

Related achievements

Mvm navicon.png Mann vs. Machievements

Bank On It
Bank On It
As a Sniper collect $500 in a mission without running over the currency packs.


Fast Cache
Fast Cache
Pick up a credit pile that is about to expire.


Frags to Riches
Frags to Riches
Earn all credit bonuses in an advanced difficulty mission.
T-1000000
T-1000000
Collect 1,000,000 credits in your career.


Wage Against the Machine
Wage Against the Machine
Earn a credit bonus at the end of a wave.

Update history

August 15, 2012 Patch

  • Added Mann vs. Machine.

August 23, 2012 Patch

  • Fixed a UI Bug that would display previous MvM loot on the victory screen for subsequent MvM games.

September 21, 2012 Patch

  • Added a new currency UI element to indicate money that is active in the world.

October 26, 2012 Patch

  • Fixed a bug where players' money would not be set properly when restoring a checkpoint.

November 2, 2012 Patch

  • Added more credits to Caliginous Caper, Wave 666.

July 10, 2013 Patch

  • Robots killed by Sniper headshots or the explosive headshot upgrade now drop 'red' money that will automatically be collected when it would otherwise dissolve.

February 7, 2014 Patch

  • Fixed players not being able to earn the Frags to Riches achievement if there is money in the world when the mission is completed.

Gallery