Tank Robot

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Tank Robot
Tank Robot
Basic Information
Health: Varies

Lowest: 10000
Mannhunt: Wave 6D, 6E, and 6F

Highest: 60000
Caliginous Caper: Sub-wave 8G/Broken Parts: Wave 6D

Speed: 25%
We don't know what this thing is, but it's big as hell, looks unstoppable, and it probably runs on human blood. We're just guessing that last part, because it's usually covered in it.
— Day 1 of the Mann vs. Machine update

Tank Robots (referred just as Tank) are large bomb-carrying machines that arrive with the robots in Mann vs. Machine modes. They carry no offensive weapons and thus have no direct way of harming the player. They can take an extreme amount of damage before they are destroyed, far more so than any other robot. The Administrator announces the entrance, progress, and destruction of each tank.

After entering the map, tanks slowly travel along a set path to the bomb hatch before deploying their bomb and ending the round. This path is unique to each map and may differ from the path of other robots in the wave, if any. They have their own bomb, independent of the one carried by the other robots, and in waves with tank(s) and bomb-carrying robots, both the tank and the robots must be destroyed to complete the wave.

Tanks are immune to all effects outside of damage and critical hits; they can only be stopped via destruction. They cannot have their movement interrupted or slowed; standing in front of one will simply push the player away for no damage, while players that cannot be pushed away due to walls or props are crushed to death, and buildings in the way are destroyed. They cannot be burned or soaked by Jarate or Mad Milk, they do not give metal to Widowmakers, they cannot be sapped or marked for death, they do not give health to players buffed by the Concheror, and they have no heads to shoot or backs to stab. Finally, they resist approximately 75% of Minigun damage, severely reducing a Heavy's damage output against it.

Tanks have a health meter below the "robots remaining" display on the HUD, and as they are more damaged, they will acquire bullet holes and cracks and lose parts, like the covering on their treads. The final tank of a mission has distinctive white stripes; this does not correlate to any of its properties.

Health

Each Tank in a wave has a given amount of health based on its intended difficulty and the length of the path it must travel.

Health Mission Wave
10000
Mannhunt 6D, 6E, 6F
12000
Mannslaughter 3B
13300
Cave-in 4
14000
Mean Machines 5A
15000
Disintegration 5
16000
Quarry 6B
17500
Cave-in 2B
18000
Machine Massacre 4, 7A
Mech Mutilation 1C
Disintegration 2D
20000
Doe's Drill 3, 8
Mann-euvers 2
Doe's Doom 7
Mannhunt 3
Ctrl+Alt+Destruction 7B
CPU Slaughter 6C, 6E
Machine Massacre 7D
Mech Mutilation 3D
Cataclysm 4A, 7A
Mannslaughter 5C, 5E
Benign Infiltration 4A
Disintegration 4A, 5B
21000
Quarry 1
22000
Desperation 4
22500
Mann-euvers 7
24000
Doe's Doom 2A
25000
Day of Wreckening 2, 6B
Cave-in 6B
Mannhunt 5C
Disk Deletion 6, 8A-1, 8A-2
Data Demolition 3D, 4A
Ctrl+Alt+Destruction 5
26000
Mean Machines 3A
28000
Crash Course 3
30000
Crash Course 5
Data Demolition 6B, 6D
Ctrl+Alt+Destruction 2A
CPU Slaughter 6A
Benign Infiltration 6C
Broken Parts 3D
32000
Data Demolition 6A
33000
Crash Course 6B
Broken Parts 6B
35000
Quarry 5
Ctrl+Alt+Destruction 7D
Desperation 7A
CPU Slaughter 4
Cataclysm 3A
Caliginous Caper 4
Bone Shaker 2
Broken Parts 6B
40000
Caliginous Caper 5
Bone Shaker 4A, 7
Broken Parts 2A
42000
Caliginous Caper 7
45000
Desperation 7C-2
Cataclysm 7F
Broken Parts 2A
46000
Bone Shaker 7F
60000
Caliginous Caper 8G
Broken Parts 6D

Elimination

When a tank is the only robot in the wave (excluding support-class robots like Snipers), it should be focused by all players until it is destroyed. Kritzkrieg Medics and Canteens are extremely effective when paired with sustained high-damage classes like Heavies, Pyros, and Soldiers, or when used with Demomen using his Grenade Launchers and Stickybomb Launchers. Wrangled Sentry Guns also deal massive damage to tanks, but may have to be relocated once the tank passes out of their range or if they're in the tank's path. As well, the hitbox of the tank is very large, making weapons with "bullet spread", such as the Frontier Justice, effective even at medium-long range.

If a tank arrives with other robots, especially giant robots, consider killing the robots first, as tanks do not deal damage and can usually be dealt with after the regular robots if they have not traveled more than halfway. After arriving at the bomb hatch, the tank will take a while to deploy its bomb, so the team still has time to destroy it.

Related achievements

Mvm navicon.png Mann vs. Machievements

Balls-E
Balls-E
Destroy the tank during the final seconds of the bomb being deployed.


Clockwork Carnage
Clockwork Carnage
Destroy two tanks within 5 seconds of each other.
Clockwork Conqueror
Clockwork Conqueror
Destroy a tank within 20 seconds of its arrival.

Update history

August 15, 2012 Patch (Mann vs. Machine)
  • The Tank was added to the game.

August 17, 2012 Patch

  • Fixed a crash related to server plug-ins spawning a Tank before the game is ready.

September 4, 2012 Patch

  • Fixed the looping tank sound not playing if it was spawned far from the player.
  • Fixed tank destruction effects playing at the map origin.

December 20, 2012 Patch (Mecha Update)

November 21, 2013 Patch (Two Cities Update)

  • Fixed the Romevision tank not animating.

November 22, 2013 Patch

  • Fixed a server crash related to damaging the tank with the new Medic shield.

Bugs

  • If multiple tanks are in a wave, the Administrator may sometimes state that a tank is halfway through the wave even though it would just have spawned.
  • Tanks in Romevision deploy their bombs incorrectly: The upper half of the Tank will flip on its side, the Bomb will come out of the X in front of the Tank (it will not actually open up, and the X faces upwards), and the bomb will basically be flying through the air once the Tank deploys it and will detonate as a normal bomb would.

Gallery

External links