Robots/it
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Questo articolo parla dell'esercito meccanico di Gray Mann. Per la traccia musicale, vedi ROBOTS! Per altro, vedi Robot.
“ | I robot sono nelle soglie delle nostre case, uomini, e credetemi – loro non chiederanno una tazza di zucchero. No! Quei mostri abbatteranno le nostre porte, prenderanno il nostro zucchero, e lo spargeranno sulle nostre tombe!
— Il Soldato
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” |
I Robot sono i nemici combattuti in Mann vs. Machine, durante le missions. Furono creati da Gray Mann in modo da poter distruggere tutto ciò che è stato creato dalla Mann Co.
Indice
Gameplay
I robot normali funzionano in modo praticamente uguale ai giocatori, venendo operati dai bot, mentre esistono robot speciali che usano armi "non di base", insieme ad altri tipi di robot, con abilità e direttive che nessuna classe normalmente possiede. A differenza dei giocatori, i robot possono essere sabotati, spesso disabilitando temporaneamente gruppi interi di essi, o nel caso dei Robot Giganti, rallentarli. Come sottolineato da Miss Pauling, sono alimentati a denaro, e lo lasciano cadere quando vengono distrutti, permettendo ai giocatori di usare quei soldi per migliorare le loro armi o comprare una Borraccia di Potenziamento. I robot seguono un percorso predefinito in direzione del buco della bomba, segnato da frecce luminose prima dell'inizio di ogni ondata, ma potrebbero cambiare percorso se il portatore della bomba viene spinto via o insegue un giocatore. I robot insulteranno occasionalmente dopo aver ucciso un giocatore, e il portatore della bomba insulterà sempre per poi ricevere un buff. I robot hanno una risorsa infinita di munizioni, non fanno cadere le armi e non possono raccogliere medikit o munizioni. Inoltre, i robot non causeranno mai colpi critici casuali, anche se alcuni di essi possono usufruire del boost di colpi critici.
Un robot per ondata entrerà nel campo di battaglia con la bomba (Potenzialmente più di uno se si sta giocando a Manhattan) che si comporterà in modo simile alla modalità Cattura la Bandiera. l'obiettivo primario dei robot è di trasportare questa bomba alla botola alla fine della mappa, e i Difensori devono fermarli. Dopo che la bomba viene lasciata, un altro robot può raccoglierla. Qualunque tipo di robot può raccogliere la bomba, fatta eccezione per l' Abbatti-Torrette e il Carro Armato (anche se il Carro Armato trasporta un altro tipo di bomba). Le spie e i cecchini non proveranno continuamente a raccogliere la bomba, ma potrebbero effettivamente raccoglierla se spinti su di essa. Trasportare la bomba rallenterà i robot di circa la metà della loro attuale velocità, fatta eccezione per i Robot Giganti. Dopo che tutti i robot di un ondata vengono distrutti, l'ondata è completata, mentre se la bomba raggiunge la botola e viene detonata, l'ondata è persa.
I robot hanno un comportamento rudimentale. Il loro obiettivo principale è di raccogliere la bomba e seguire il percorso predefinito verso la botola, o di scortare qualunque altro robot lo stia già facendo. In conclusione, loro non prendono strade alternative alla bomba se la sub-ondata non è programmata ad attaccare i giocatori dai lati o la bomba è stata lasciata in un punto al di fuori del percorso. Ai robot generalmente non importa distruggere iTeletrasporti se non sono effettivamente in mezzo alla strada. Inoltre ignorano completamente le Spie invisibili e travestite : ignorano invisibilità, collisione con "compagni di squadra", rumori dell'invisibilità, e possibili Cipollotti Letali. Possono riconoscere se un compagno è stato pugnalato, ma non "controllano" regolarmente. Ciononostante, riescono a individuare sempre una Spia in fiamme.
I robot possono essere inviati in gruppi chiamati "squadre". Un robot è designato come caposquadra, e gli altri robot lo seguiranno e circonderanno. Se il caposquadra viene ucciso, il resto del gruppo si separerà e attaccherà indipendentemente. I Robot Medici curano automaticamente i capisquadra e cercheranno di stargli dietro, al contrario degli altri compagni di squadra che gli staranno davanti.
I robot riceveranno alcuni buff dopo un breve periodo quando trasportano la bomba, con nuovi buff che si aggiungono ai precedenti. Una grafica nell' HUD indica a che punto sta il trasportatore della bomba e in quanto tempo riceverà il prossimo buff. Appena ricevuto il buff, il robot che trasporta la bomba insulterà con un segnale acustico d'accompagnamento, e i robot circostanti si fermeranno per aspettarlo. Il team difensivo può e deve usufruire di questo come opportunità per uccidere il trasportatore della bomba, specialmente se il robot sta ricevendo il terzo miglioramento. Questi buff non accadranno se il trasportatore della bomba è un Gigante, anche se la grafica dell'HUD mostrerà una barra piena.
Stages | Upgrades | Time Interval (Seconds) |
---|---|---|
Primo stadio | Buff difensivo, condiviso con tutti i robot vicini | 5 |
Secondo stadio | 45 punti salute rigenerati al secondo | 15 |
Stadio finale | Colpi critici attivati per tutto il tempo | 15 |
In ogni mappa ci sono delle aree, inaccessibili ai giocatori, dove i robot vengono generati e si fanno strada fino all'area "giocabile". Quando sono in questa area, i robot sono invulnerabili (mostrando un effetto simile alla ÜberCarica se attaccati), immuni al contraccolpo e non sono capaci di attaccare (anche se potrebbero utilizzare oggetti di supporto come ad esempio lo Stendardo Scamosciato),e la barra dei trasportatori della bomba non si potrà caricare.
Types
The standard robot set is designed off of each of the mercenaries employed under Blutarch and Redmond Mann and share their basic abilities. Regular robots are equipped with the stock loadout of the classes. Über Medics are not noted as regular robots, despite the fact that they use their Stock weapons.
Regular Robots
Machine Class | Equipped with | Abilities/Notes | Health |
---|---|---|---|
Scout | Scattergun Bat |
|
125 |
Soldier | Rocket Launcher |
|
200 |
Pyro | Flame Thrower |
|
175 |
Demoman | Grenade Launcher |
|
175 |
Heavy | Minigun |
|
300 |
Engineer | Shotgun Wrench |
|
500 or 275 |
Sniper | Sniper Rifle Kukri |
|
125 |
Spy | Revolver Sapper Knife Disguise Kit Invisibility Watch |
|
125 |
Variants
A number of variants based on the standard robots exist; their defining characteristics are based on other unlockable weapons rather than the signature Stock weapons. They are represented by a unique name and icon. Each special robot has the advantages and disadvantages of the original class it is based on, unless noted.
Machine Class | Name | Special Weapons/Cosmetics | Abilities/Notes | Health |
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Scout | Minor League Scout | Sandman Batter's Helmet |
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125 |
Hyper League Scout |
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Bonk Scout | Bonk! Atomic Punch Bonk Helm |
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Force-A-Nature Scout | Force-A-Nature Fed-Fightin' Fedora Bolt Boy |
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Jumping Sandman Scout | Sandman Hanger-On Hood Flight of the Monarch |
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Shortstop Scout | Shortstop |
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Soldier | Buff Soldier | Buff Banner |
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200 |
Extended Buff Soldier |
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Extended Backup Soldier | Battalion's Backup | |||
Extended Conch Soldier | Concheror | |||
Black Box Soldier | Black Box |
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Blast Soldier | Liberty Launcher |
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Pyro | Flare Pyro | Flare Gun (type 1) Detonator (type 2) |
|
175 |
Pyro Pusher | Scorch Shot |
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Fast Scorch Shot |
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Demoman | Demoknight (Type 1) |
Eyelander Chargin' Targe |
|
150 |
Demoknight (Type 2) |
Ali Baba's Wee Booties Splendid Screen Persian Persuader Sultan's Ceremonial |
|
200 | |
Burst Fire Demoman | Grenade Launcher |
|
175 | |
Samurai Demo | Splendid Screen Half-Zatoichi Samur-Eye |
|
650 | |
Heavy | Heavy Shotgun | Shotgun |
|
300 |
Deflector Heavy | Deflector U-clank-a |
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Heavyweight Champ (Type 1) |
Killing Gloves of Boxing Pugilist's Protector |
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Heavyweight Champ (Type 2) |
Gloves of Running Urgently |
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Steel Gauntlet | Fists of Steel |
|
900 | |
Steel Gauntlet Pusher | Fists of Steel Carl |
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Heavy Mittens | Holiday Punch |
|
60 | |
Medic | Quick-Fix Medic | Quick-Fix Syringe Gun |
|
150 |
Über Medic | Medi Gun Syringe Gun |
|
150 | |
Sniper | Bowman | Huntsman |
|
125 |
Rapid Fire Bowman | Huntsman |
|
1200 | |
Sydney Sniper | Sydney Sleeper |
|
125 | |
Razorback Sniper | Razorback |
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Giant Robots
Giant Robots are notably larger than other robots. They can only be slowed by a Sapper rather than destroyed by it or Pyro's Airblast and they cannot be killed or even damaged by a backstab unless the knife is upgraded. They sport significantly more health than other robots, but move at half speed. Unlike regular robots, they are not slowed at all while carrying the bomb. Their presence in a wave is noted by a red background behind their class symbol in the pre-wave overhead. Giant Robots that carry the bomb do not receive buffs for it. All Giant Robots also have resistance to knockback, except for the Loose Cannon, which pushes them either back or directly up while slowing them.
Giant Robot versions exist of the Scout, Soldier, Pyro, Demoman, Heavy, and Medic. Multiple Giant Robots can occur in a single wave, either of the same class or not.
Machine Class | Name | Equipped with | Abilities | Health |
---|---|---|---|---|
Scout | Super Scout | Holy Mackerel Bonk Boy |
|
1200 |
Force-A-Nature Super Scout | Force-A-Nature Fed-Fightin' Fedora Bolt Boy |
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Giant Jumping Sandman Scout | Sandman Hanger-On Hood Flight of the Monarch |
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Major League Scout | Sandman Batter's Helmet Essential Accessories |
|
1600 | |
Giant Bonk Scout | Bonk! Atomic Punch Bat Bonk Helm |
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Armored Giant Sandman Scout | Sandman Batter's Helmet |
|
3000 | |
Soldier | Giant Soldier | Rocket Launcher |
|
3800 |
Giant Buff Banner Soldier |
| |||
Giant Battalion Soldier | ||||
Giant Concheror Soldier | ||||
Giant Rapid Fire Soldier |
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Giant Burst Fire Soldier (Type 1) |
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Giant Charged Soldier | Original |
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Giant Blast Soldier | Liberty Launcher |
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Colonel Barrage | Rocket Launcher |
|
4000 | |
Giant Black Box Soldier | Black Box |
|
4200 | |
Giant Burst Fire Soldier (Type 2) | Rocket Launcher |
| ||
Sergeant Crits |
|
60000 | ||
Major Crits |
| |||
Chief Blast Soldier | Liberty Launcher |
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Pyro | Giant Pyro | Flamethrower |
|
3000 |
Giant Flare Pyro | Detonator Old Guadalajara |
| ||
Demoman | Giant Rapid Fire Demoman | Grenade Launcher |
|
3300 (Type 1) or 3000 (Type 2) |
Giant Burst Fire Demo |
|
3300 | ||
Giant Demoknight | Ali Baba's Wee Booties Chargin' Targe Eyelander |
|
3300 | |
Major Bomber | Grenade Launcher Prince Tavish's Crown |
|
40000 | |
Sir Nukesalot | Loose Cannon |
|
50000 | |
Heavy | Giant Heavy | Minigun |
|
5000 |
Giant Shotgun Heavy | Shotgun |
| ||
Giant Deflector Heavy | Deflector U-clank-a |
| ||
Giant Heater Heavy | Huo-Long Heater |
| ||
Captain Punch | Fists of Steel War Head |
|
60000 | |
Giant Heal-on-Kill Heavy | Deflector Tungsten Toque |
|
70000 | |
Medic | Giant Medic | Quick-Fix |
|
4500 |
Sentry Buster
The Sentry Buster is literally a bomb on legs. It is never predetermined to spawn during a wave, and only spawns if an Engineer is doing significant damage with his Sentry Gun to the robot horde. Its arrival is announced by a ticking theme, a HUD notification, and an announcement from the Administrator. If the team has multiple Engineers with Sentry Guns, a Sentry Buster can spawn for each problematic Sentry Gun. An exploding Sentry Buster damages everything within range, including other robots. When it reaches a Sentry Gun, a Sentry Buster will crouch and begin to spin. During this short period, an Engineer can and should pick up his Sentry Gun and run away with it. The Sentry Buster will not pursue, and he can escape with his Sentry intact.
Machine | Based on | Notes | Health |
---|---|---|---|
Sentry Buster | Demolitore |
|
2500 |
Tank Robot
Noted as "???" in the official Mann vs. Machine update page, the Tank is a rare enemy that usually appears for one or two waves per mission, rarely more than once in one wave. It has a large amount of health, but no attack method (though it can kill players and other robots via crushing between walls or props while turning), it cannot be slowed, stunned, marked-for-death or coated in any throwable and it cannot suffer from afterburn. It does, however, carry a bomb, and it cannot be stopped by any means other than its destruction. The final Tank in every mission features black and white stripes. It also has a 75% resistance to all heavy miniguns.
Machine | Notes | Health |
---|---|---|
Tank |
|
Anywhere between 10000 and 60000 on official maps, based on the length of the path the Tank must travel and its intended difficulty |
Related achievements
Mann vs. Machievements
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Gallery
The full Mann vs. Machine Day 1: Machines update page.
Giant Robots, seen on the Mann vs. Machine Day 1: Machines page.
A diagram of a robotic Scout, seen in the Engineer Update.
Unused content
- RED versions of all of the robots (besides the Tank and Sentry Buster) can be found in the game files.
- There is an unused Gatebot helmet in the files, which resembles a Payload bomb with lights on the eyes, sides and on top. There are also three Gatebot lights specific to the Medic Robot. One adds a light to the chest and the back of the head, one adds a similar set of lights, but with more metal around them, and the other one puts a light with a small cable hanging off of it, made to resemble a fez, on top of the head.
- In the game's files, there are two unused icons for Heavy robots. One is a RED variant of the Gloves of Running Urgently icon used in the Heavyweight Champ robot, the other is a Deflector icon that uses the 'explosive blast' sign from the Blast Soldier.
- Developer notes in the game files show that the Deflector robots were possibly supposed to push back players in a manner similar to Blast Soldiers. These robots would have had a large fire rate reduction, and it's possible this was what the unused Deflector icon was supposed to be used for.
- Below is the list of all robots that appear in the game's files, but are unused.
Scout Robot
Soldier Robot
Major Crits (Type 1)
Icona | Nome | Primario | Secondario | Cappello | Vari | Attributi |
---|---|---|---|---|---|---|
Major Crits | Scatola Nera |
Cannonieri |
Capitano della Squadra |
Uniforme Elegante |
40,000 HP 100% crit chance 500% damage bonus Rockets knock back enemies 100% larger blast radius Regenerates 1 HP per second +60% knockback resistance 200% slower reload 100% slower firing speed 1 degree rocket spread -60% move speed 1.9x larger in size |
Major Crits (Type 2)
Icona | Nome | Primario | Cappello | Attributi |
---|---|---|---|---|
Major Crits | Lanciarazzi |
Cappello da Sergente in Metallo |
60,000 HP +60% knockback resistance Extra +90% vertical airblast resistance Provides 90% less rage Regenerates 40 HP per second 100% crit chance 1.5x damage dealt +26 rockets in clip +78% faster reload rate +80% faster firing speed -50% movement speed -60% projectile speed 5 degree rocket spread Does not fire until fully reloaded |
Giant Blast Soldier (Type 2)
Icona | Nome | Primario | Cappello | Attributi |
---|---|---|---|---|
Giant Blast Soldier | Lanciarazzi della Libertà |
Tuba Elegante del Dottore |
Robot is Gatebot 4000 HP +60% knockback resistance Extra +90% vertical airblast resistance +5 rockets in clip +75% faster firing speed +80% faster reload rate +20% larger blast radius Rockets knock back enemies Provides 90% less rage -50% movement speed Does not fire until fully reloaded -25% damage dealt +4 degree rocket spread |
Giant Burst Fire Soldier (Type 3)
Icona | Nome | Primario | Attributi |
---|---|---|---|
Giant Burst Fire Soldier | Lanciarazzi |
Robot is Gatebot 4200 HP +60% knockback resistance +200% damage dealt +5 rockets in clip +60% faster reload rate +80% faster firing speed -50% movement speed -10% slower projectile speed Does not fire until fully reloaded |
Giant Burst Fire Soldier (Type 4)
Icona | Nome | Primario | Attributi |
---|---|---|---|
Giant Burst Fire Soldier | Lanciarazzi |
Robot is Gatebot 4200 HP +60% knockback resistance +100% damage dealt +5 rockets in clip +60% faster reload rate +80% faster firing speed -50% movement speed -10% slower projectile speed Does not fire until fully reloaded |
Chief Concheror Soldier
Icona | Nome | Primario | Secondario | Attributi |
---|---|---|---|---|
Chief Concheror Soldier | Lanciarazzi |
Strombozzatore |
50,000 HP +60% knockback resistance Extra +90% vertical airblast resistance Provides 90% less rage Spawns with full rage +800% longer buff duration -50% movement speed Does not fire until fully reloaded |
Pyro Robot
Giant Airblast Pyro
Icona | Nome | Primario | Cappello | Attributi |
---|---|---|---|---|
Giant Airblast Pyro | Sgrassatore |
Cono Morto |
3,000 HP +400% airblast force +40% knockback resistance -99.5% damage penalty -50% move speed |
Chief Pyro
Icona | Nome | Primario | Attributi |
---|---|---|---|
Chief Pyro | Lanciafiamme |
55,000 HP +100% airblast force +40% knockback resistance Regenerates 500 HP per second -50% move speed |
Giant Flare Pyro
Icona | Nome | Secondario | Attributi |
---|---|---|---|
Giant Flare Pyro | Colpo Bruciante |
3,000 HP 80% faster firing speed Flares push players back on hit 40% knockback resistance -65% move speed |
Demoman Robot
Chief Tavish
Icona | Nome | Primario | Secondario | Mischia | Cappello | Attributi |
---|---|---|---|---|---|---|
Chief Tavish | Babbucce Piccine di Alì Babà |
Brocchiere da Carica |
Eyelander |
Corona del Principe Tavish |
55,000 HP +40% knockback resistance Regenerates 500 HP per second -50% move speed |
Giant Rapid Fire Demo Chief
Icona | Nome | Primario | Attributi |
---|---|---|---|
Giant Rapid Fire Demo Chief | Lanciagranate |
60,000 HP +90% faster firing speed +35% faster reload rate +7 grenades in clip +10% faster projectile speed 100% crit chance +60% knockback resistance +60% airblast force reduction 2 degrees projectile spread 50% slower move speed |
Heavy Robot
Heavy Mittens
Icona | Nome | Mischia | Cappello | Vari | Attributi |
---|---|---|---|---|---|
Heavy Mittens | Pugno Festivo |
Toccata e Fuga |
Patriarca |
35% smaller in size
100% crit chance |
Giant Heavy
Icona | Nome | Primario | Attributi |
---|---|---|---|
Giant Heavy | Natascha |
5,000 HP +70% knockback resistance +50% damage bonus -50% move speed |
Icona | Nome | Primario | Attributi |
---|---|---|---|
Giant Heavy | Bestia d'Ottone |
5,000 HP +70% knockback resistance +50% damage bonus -50% move speed |
Super Heavyweight Champ
Icona | Nome | Mischia | Cappello | Attributi |
---|---|---|---|---|
Super Heavyweight Champ | K.G.B. |
Protezione del Pugile |
5,000 HP +70% knockback resistance +20% damage bonus +40% attack rate -50% move speed |
Medic Robot
Uber Medic
Icona | Nome | Primario | Secondario | Mischia | Attributi |
---|---|---|---|---|---|
Uber Medic | Pistola spara-siringhe |
Pistola medica |
Segaossa |
Spawns with Full Übercharge +400% faster heal rate -75% slower Übercharge rate Übercharge lasts 8 seconds (normal) |
Vaccinator Medic
Icona | Nome | Primario | Secondario | Mischia | Attributi |
---|---|---|---|---|---|
Medic | Pistola spara-siringhe |
Vaccinatore |
Segaossa |
Spawns with Full Übercharge +2400% faster Übercharge rate Übercharge lasts 108 seconds Vaccinator is set to Bullet Resistance |
Icona | Nome | Primario | Secondario | Mischia | Attributi |
---|---|---|---|---|---|
Medic | Pistola spara-siringhe |
Vaccinatore |
Segaossa |
Spawns with Full Übercharge +2400% faster Übercharge rate Übercharge lasts 108 seconds Vaccinator is set to Blast Resistance |
Icona | Nome | Primario | Secondario | Mischia | Attributi |
---|---|---|---|---|---|
Medic | Pistola spara-siringhe |
Vaccinatore |
Segaossa |
Spawns with Full Übercharge +2400% faster Übercharge rate Übercharge lasts 108 seconds Vaccinator is set to Fire Resistance |
Sniper Robot
Jarate Master
Icona | Nome | Secondario | Cappello | Attributi |
---|---|---|---|---|
Jarate Master | Giarate |
Predone del Deserto |
+90% recharge rate Game files indicate it was cut for not having working animations Was meant to have the Master's Yellow Belt but was removed before the rest of the robot as it does not appear on robots. |
Jarate Thrower
Icona | Nome | Secondario | Cappello | Attributi |
---|---|---|---|---|
Jarate Thrower | Giarate |
Predone del Deserto |
+90% recharge rate Almost identical to Jarate Master except the +90% recharge rate is applied to the Jarate item instead of the whole character, does not have the Master's Yellow Belt, and is only found in the mission Mannslaughter. Was likely not used for the same reason as Jarate Master. |
Rapid Fire Bowman (Type 2)
Icona | Nome | Primario | Attributi |
---|---|---|---|
Bowman Rapid Fire | Arco da Cacciatore |
1.5x larger in size 1200 HP +30% smaller head size +40% faster firing speed -15% movement speed |
Bosses
Blimp
Icona | Nome | Attributi |
---|---|---|
Blimp | Not much is known about the Blimp, although in Mannhattan there's a large number of logical entities referring to a "mini_tank". An icon for the Blimp was added to the game with Two Cities update |
Bugs
- When a robot is forced to laugh from the Holiday Punch, the player can hear their laughter, but there is only an animation for the Engineer Robot. When laughing, they still have the ability to move, but cannot fire their weapons.
- Hitting a Sentry Buster with the Holiday Punch in the back used to cause it to stand still for a few seconds and then explode, as the robot uses its taunt to detonate itself. This could have been used to detonate a Sentry Buster early.
- When robots do Taunts that are taunt kills, their unique robot animations don't always reflect their hitboxes, meaning that it's possible to get killed by these taunt kills at the wrong time.
- Sometimes, a robot's animation uses a different animation than a player would, but the hitboxes remain the same (E.g. a Demoknight robot taunting would show the kaboom taunt, but its hitboxes would be the Barbarian Swing/it/Barbarian Swing).
Trivia
- Unlike the regular classes, who face the direction they're aiming and walk sideways or backwards, most robots are split across the waist so that their top half is facing the way they're aiming but their bottom half is facing the way they're moving.
- All robots have voice lines, robotic versions of the voice lines used by the class they are modeled on. All lack facial animations while doing so, save for the Heavy Robot and the Sniper Robot, whose jaws moves up and down.
- All voice lines added to the game before the Mann vs. Machine Update are available in robotic form, despite many of them being impossible to hear (e.g. lines relating to capping points or Payload carts).
- While all but the Engineer Robot have unique robotized taunts, they are still tied to a specific weapon. Demoman Robots, for example, will still use the Barbarian Swing/it/Barbarian Swing taunt if they taunt with a sword, which can kill any players in front of them.
- The Soldier and Demoman robots appear to use the regular human idle animations when they use some melee weapons, rather than the jittery idle animations used by the other robots.
- The programming for the Bomb is similar to that of the Intelligence, and the robots will perform responses based on this. The human players, however, have specific voice responses related to the bomb.
- Robot cosmetic hats, such as the Robot Running Man, Tin Pot, and Bolted Bushman are recolored versions of the actual robot hats. If set to equip the cosmetics, they will have a bluer tint on their hats.
- Giant robots, with the exception of the Giant Medic, use different models with slightly skewed proportions (most notably a smaller head and larger torso) and more detail to make up for their larger size. The models themselves are the same size as the normal robots' but are scaled up 1.75X in-game. All hitboxes are the same for most of these gigantic robots despite their head proportions.
- They also have separate, more heavily-distorted voice lines, which are notably deeper and more mechanical-sounding than their human-sized counterparts. The Sniper, Spy, Engineer, and Medic robots, however, do not have these voice lines.
- The robot Heavy and Soldier have a smaller head inside their normal head. Both heads move at the same time with the same animations.
- Engineer Robots have appeared in the game files since the Mann vs. Machine Update, but were initially unused by Valve until the Mecha Update.
- There are unused headshot and backstab animations for all Robots.
- Heavy Robots have an unused alternative taunt for primary weapons. The only change is that instead of a thumbs up, the robot gives a thumbs down.
- The eye color of robots are determined by their difficulty. Blue eyes for Easy/Normal and yellow eyes for Hard/Expert.
External links
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