Difference between revisions of "Upgrade Station"

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These are the upgrades available at Upgrade Stations for [[Mann vs. Machine (game mode)]].
+
[[File:MvM Upgrade Station.png|right|400px]]
 +
{{Quotation|'''[[Saxton Hale]]'''|When a robot kills a human, we erupt into a pleading [[Gibs|mist of blood, meat particles]] and tears, which you can't really trade for anything. But when a robot dies, he explodes in a [[Credits|shower of money]], which, during between-wave lulls, you can exchange at any Upgrade Station for weapon, item and ability upgrades.}}
  
== Class ==
+
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 any kiosk 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, players may modulate the number of levels in an upgrade by pressing the '''+''' and '''-''' buttons to redistribute their credits if they have made a mistake before accepting the upgrade. Once accepting the upgrade it cannot be revoked unless all upgrades are refunded.
  
{| class="wikitable grid" style="border:1px solid #333;"
+
Upgrades cannot be refunded during a wave. During the first wave, upgrades can be individually refunded by pressing the minus button to regain the money spent for it and forfeit the upgrade. This includes missions where there is only one wave, such as [[Caliginous Caper (mission)|Caliginous Caper]]. During any wave, the button to refund is grayed out, preventing a full refund of every upgrade.
! class="header" width="200px" style="background: #333; color: white; border:1px solid #333;" | Upgrade
 
! class="header" width="150px" style="background: #333; color: white; border:1px solid #333;" | Classes
 
! class="header" width="100px" style="background: #333; color: white; border:1px solid #333;" | Cost
 
! class="header" width="100px" style="background: #333; color: white; border:1px solid #333;" | Levels
 
! class="header" width="350px" style="background: #333; color: white; border:1px solid #333;" | Notes
 
|-
 
| style="border:1px solid #333;" | '''+25% Blast Resistance'''
 
| style="border:1px solid #333;" | All
 
| style="border:1px solid #333;" | 350
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25% Bullet Resistance'''
 
| style="border:1px solid #333;" | All
 
| style="border:1px solid #333;" | 350
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+10% Movement Speed'''
 
| style="border:1px solid #333;" | All
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+2% Health Regen'''
 
| style="border:1px solid #333;" | All
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 5
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+20% Jump Height'''
 
| style="border:1px solid #333;" | All
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25% Fire Resistance'''
 
| style="border:1px solid #333;" | All
 
| style="border:1px solid #333;" | 150
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25% Crit Resistance'''
 
| style="border:1px solid #333;" | All
 
| style="border:1px solid #333;" | 150
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+5% Metal Regen'''
 
| style="border:1px solid #333;" | {{Class link|Engineer}}
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 5
 
| style="border:1px solid #333;" |
 
|-
 
|}
 
  
 +
During the setup of the first wave of the mission, upgrades can be sold back if the player wants to change weapons, classes, or buy a different upgrade. During the setup for each wave, players may refund their upgrades in the upgrade station menu as many times as necessary. A {{botignore|wrench}} icon ([[File:MvM Class upgraded.png|15px]]) appears next to a class in the Class Selection Menu if that class already has upgrades applied to it. Upgrades apply to only a single weapon or to a single class if the upgrades purchased directly affect the player. Un-equipping a weapon deactivates all upgrades associated with that weapon, but they are regained if the player re-equips it. Disconnecting from a server and rejoining allows the player to retain their current amount of credits and upgrades if the player chooses the same class.
  
== Weapon ==
+
Failing to complete a wave refunds the credits spent during the setup of that wave to give the player a chance to use a different strategy. It does not refund every upgrade gained across every wave.
  
When two costs are listed, the first is for the primary slot (or stickybomb launchers), and the second for the secondary or melee slot.
+
Since there are no [[Resupply Cabinet]]s in the base, purchasing an upgrade from an Upgrade Station restores the player's health and ammo. Players cannot heal using the Upgrade Station during waves and may only refill their ammo across all weapons.
  
{| class="wikitable grid" style="border:1px solid #333;"
+
== User Interface ==
! class="header" width="200px" style="background: #333; color: white; border:1px solid #333;" | Upgrade
+
[[Image:MvM Upgrade UI.png|right|300px]]
! class="header" width="150px" style="background: #333; color: white; border:1px solid #333;" | Weapons
+
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 hit the "Cancel" button at any time or simply walk away from the kiosk before accepting an upgrade to regain the credits used during the session.
! class="header" width="100px" style="background: #333; color: white; border:1px solid #333;" | Cost
 
! class="header" width="100px" style="background: #333; color: white; border:1px solid #333;" | Levels
 
! class="header" width="350px" style="background: #333; color: white; border:1px solid #333;" | Notes
 
|-
 
| style="border:1px solid #333;" | '''Destroy Projectiles'''
 
| style="border:1px solid #333;" | {{Class link|Heavy}} Primary
 
| style="border:1px solid #333;" | 600
 
| style="border:1px solid #333;" | 1
 
| style="border:1px solid #333;" | Bullets destroy rockets and grenades mid-flight
 
|-
 
| style="border:1px solid #333;" | '''+20% Damage'''
 
| style="border:1px solid #333;" | {{Class link|Soldier}} Primary<br>{{Class link|Demoman}} Primary
 
| style="border:1px solid #333;" | 500
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25% Damage'''
 
| style="border:1px solid #333;" | {{Class link|Scout}} Primary<br>{{Class link|Sniper}} Primary<br>{{Class link|Pyro}} Primary
 
| style="border:1px solid #333;" | 400
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+2 Clip Size'''
 
| style="border:1px solid #333;" | Explosive
 
| style="border:1px solid #333;" | 400
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+50% Clip Size'''
 
| style="border:1px solid #333;" | Uses Clip
 
| style="border:1px solid #333;" | 400/200
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''Projectile Penetration'''
 
| style="border:1px solid #333;" | Bullet
 
| style="border:1px solid #333;" | 400/200
 
| style="border:1px solid #333;" | 1
 
| style="border:1px solid #333;" | Projectiles penetrate enemy players.
 
|-
 
| style="border:1px solid #333;" | '''Knockback Rage'''
 
| style="border:1px solid #333;" | {{Class link|Heavy}} Primary
 
| style="border:1px solid #333;" | 350
 
| style="border:1px solid #333;" | 1
 
| style="border:1px solid #333;" | +1 rage on damage, taunt to knock back targets on damage
 
|-
 
| style="border:1px solid #333;" | '''Explosive Headshot'''
 
| style="border:1px solid #333;" | {{Class link|Sniper}} Primary
 
| style="border:1px solid #333;" | 350
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Increased headshot explosion radius and damage to nearby enemies
 
|-
 
| style="border:1px solid #333;" | '''+50% Ammo Capacity'''
 
| style="border:1px solid #333;" | Uses Ammo
 
| style="border:1px solid #333;" | 250/125
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Ammo pickups grant more ammo accordingly.
 
|-
 
| style="border:1px solid #333;" | '''+20% Reload Speed'''
 
| style="border:1px solid #333;" | Explosives, Shotgun
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25% Burn Damage'''
 
| style="border:1px solid #333;" | {{Class link|Pyro}} Primary
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | Afterburn damage bonus
 
|-
 
| style="border:1px solid #333;" | '''+25% Burn Time'''
 
| style="border:1px solid #333;" | {{Class link|Pyro}} Primary
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | Afterburn duration
 
|-
 
| style="border:1px solid #333;" | '''+20% Recharge Rage'''
 
| style="border:1px solid #333;" | Thrown
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25% Buff Duration'''
 
| style="border:1px solid #333;" | Banner
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 2
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+10% Firing Speed'''
 
| style="border:1px solid #333;" | Projectile
 
| style="border:1px solid #333;" | 200/100
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25 Health On Kill'''
 
| style="border:1px solid #333;" | All
 
| style="border:1px solid #333;" | 200/100
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25% Projectile Speed'''
 
| style="border:1px solid #333;" | {{Class link|Soldier}} Primary<br>{{Class link|Demoman}} Primary
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''25% Faster Charge'''
 
| style="border:1px solid #333;" | {{Class link|Sniper}} Primary
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | Missing a + in the description?
 
|-
 
| style="border:1px solid #333;" | '''-35% Speed On Target'''
 
| style="border:1px solid #333;" | [[Jarate]], [[Mad Milk]]
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 1
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25% Airblast Force'''
 
| style="border:1px solid #333;" | {{Class link|Pyro}} Primary
 
| style="border:1px solid #333;" | 100
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+100% Charge Recharge Rate'''
 
| style="border:1px solid #333;" | {{Class link|Demoman}} Shields
 
| style="border:1px solid #333;" | 150
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+10% Attack Speed'''
 
| style="border:1px solid #333;" | Melee
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''Armor Penetration'''
 
| style="border:1px solid #333;" | {{Class link|Spy}} Melee
 
| style="border:1px solid #333;" | 400
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | Allows backstabs against giant robots at X% damage
 
|-
 
| style="border:1px solid #333;" | '''+2s Crits On Kill'''
 
| style="border:1px solid #333;" | {{Class link|Demoman}} Melee<br>{{Class link|Spy}} Melee
 
| style="border:1px solid #333;" | 350
 
| style="border:1px solid #333;" | 2
 
| style="border:1px solid #333;" | 2 seconds of 100% critical chance
 
|-
 
| style="border:1px solid #333;" | '''Robot Sapper Power'''
 
| style="border:1px solid #333;" | {{Class link|Spy}} Sapper
 
| style="border:1px solid #333;" | 350
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Increased robot Sapper radius and duration
 
|-
 
|}
 
  
 +
=== Class ===
 +
{{Upgrade station class}}
  
== Buildings ==
+
=== Weapon ===
 +
==== Primary ====
 +
{{Upgrade station primary}}
  
These are available only to the Medic's Mediguns.
+
==== Secondary ====
 +
{{Upgrade station secondary}}
  
{| class="wikitable grid" style="border:1px solid #333;"
+
==== Melee ====
! class="header" width="200px" style="background: #333; color: white; border:1px solid #333;" | Upgrade
+
{{Upgrade station melee}}
! class="header" width="100px" style="background: #333; color: white; border:1px solid #333;" | Cost
 
! class="header" width="100px" style="background: #333; color: white; border:1px solid #333;" | Levels
 
! class="header" width="350px" style="background: #333; color: white; border:1px solid #333;" | Notes
 
|-
 
| style="border:1px solid #333;" | '''Share Power Ups'''
 
| style="border:1px solid #333;" | 600
 
| style="border:1px solid #333;" | 1
 
| style="border:1px solid #333;" | Share canteen powerups with heal target
 
|-
 
| style="border:1px solid #333;" | '''+25% Übercharge Rate'''
 
| style="border:1px solid #333;" | 300
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25% Heal Rate'''
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+2s Über Duration'''
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25% Max Overheal'''
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+50% Overheal Time'''
 
| style="border:1px solid #333;" | 150
 
| style="border:1px solid #333;" | 2
 
| style="border:1px solid #333;" |
 
|-
 
|}
 
  
== Buildings ==
+
=== Other ===
 +
==== Sapper ====
 +
{{Upgrade station sapper}}
  
These are available only to the Engineer.
+
==== Buildings ====
 +
{{Upgrade station building}}
  
{| class="wikitable grid" style="border:1px solid #333;"
+
=== Power Up Canteen ===
! class="header" width="200px" style="background: #333; color: white; border:1px solid #333;" | Upgrade
+
{{Upgrade station canteen}}
! class="header" width="100px" style="background: #333; color: white; border:1px solid #333;" | Cost
 
! class="header" width="100px" style="background: #333; color: white; border:1px solid #333;" | Levels
 
! class="header" width="350px" style="background: #333; color: white; border:1px solid #333;" | Notes
 
|-
 
| style="border:1px solid #333;" | '''+1 Disposable Sentry'''
 
| style="border:1px solid #333;" | 500
 
| style="border:1px solid #333;" | 1
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+100% Building Health'''
 
| style="border:1px solid #333;" | 400
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+10% Sentry Firing Speed'''
 
| style="border:1px solid #333;" | 350
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''2-Way Teleporters'''
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 1
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+50% Max Metal Capacity'''
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | This one actually affects the engineer.
 
|-
 
| style="border:1px solid #333;" | '''+100% Dispenser Range'''
 
| style="border:1px solid #333;" | 100
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" |
 
|}
 
  
 +
''Note certain weapons cannot be upgraded. These include:''
 +
* [[Gunboats]]
 +
* [[Mantreads]]
 +
* [[B.A.S.E. Jumper]]
 +
* [[Ali Baba's Wee Booties]]
 +
* [[Bootlegger]]
 +
* [[Wrangler]]
 +
* [[Darwin's Danger Shield]]
 +
* [[Cozy Camper]]
  
== Canteens ==
+
== Related achievements ==
 +
=== {{Achiev type link|mvm}} ===
 +
{{Achievement table
 +
| col1 =
 +
{{Show achievement|Mann vs. Machievements|Maximum Performance}}
 +
{{Show achievement|Mann vs. Machievements|System Upgrade}}
 +
{{Show achievement|Mann vs. Machievements|Shell Extension}}
 +
{{Show achievement|Mann vs. Machievements|Ghost In The Machine}}
 +
{{Show achievement|Mann vs. Machievements|Kritical Terror}}
 +
{{Show achievement|Mann vs. Machievements|German Engineering}}
 +
{{Show achievement|Mann vs. Machievements|Undelete}}
 +
| col2 =
 +
{{Show achievement|Mann vs. Machievements|Do Androids Dream?}}
 +
{{Show achievement|Mann vs. Machievements|Heavy Mettle}}
 +
{{Show achievement|Mann vs. Machievements|Vial Sharing}}
 +
{{Show achievement|Mann vs. Machievements|Wall Of Pain}}
 +
{{Show achievement|Mann vs. Machievements|Robot Flush}}
 +
{{Show achievement|Mann vs. Machievements|Dazed And Defused}}
 +
}}
  
These are available to any class with a Canteen on their Action Slot.
 
  
{| class="wikitable grid" style="border:1px solid #333;"
+
== Update history ==
! class="header" width="200px" style="background: #333; color: white; border:1px solid #333;" | Upgrade
+
{{Update history|
! class="header" width="100px" style="background: #333; color: white; border:1px solid #333;" | Cost
+
'''{{Patch name|8|15|2012}}''' ({{update link|Mann vs. Machine (update)}})
! class="header" width="100px" style="background: #333; color: white; border:1px solid #333;" | Levels
+
* Added Mann vs. Machine.
! class="header" width="350px" style="background: #333; color: white; border:1px solid #333;" | Notes
+
 
|-
+
'''{{Patch name|8|17|2012}}'''
| style="border:1px solid #333;" | ''Become Crit Boosted'''
+
* Fixed a client crash related to the Mann vs. Machine upgrade panel.
| style="border:1px solid #333;" | 100
+
* Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel.
| style="border:1px solid #333;" | 3
+
* Updated upgrade icons to remove numbers.
| style="border:1px solid #333;" | Crits and double sentry firing speed for 5 seconds
+
 
|-
+
'''{{Patch name|8|23|2012}}'''
| style="border:1px solid #333;" | ''Become Übercharged'''
+
* Fixed the Metal Regen upgrade displaying a percentage instead of an incremental value.
| style="border:1px solid #333;" | 75
+
 
| style="border:1px solid #333;" | 3
+
'''{{Patch name|9|4|2012}}'''
| style="border:1px solid #333;" | Übercharge and shield sentry from damage for 5 seconds
+
* Fixed a client money display issue when purchasing or selling bottle charges after changing classes.
|-
+
* Fixed Sniper Rifle reload upgrade not reducing the time delay from hip shot to scoping.
| style="border:1px solid #333;" | ''Refill Clips and Ammo'''
+
 
| style="border:1px solid #333;" | 25
+
'''{{Patch name|9|21|2012}}'''
| style="border:1px solid #333;" | 3
+
* Added the ability to buy projectile penetration for the Crusader's Crossbow.
| style="border:1px solid #333;" | Instantly refill all weapon clips and ammo
+
* Fixed the Medi Gun overheal duration attribute causing the overheal effect to decay faster, rather than slower.
|-
+
* Fixed the Demoman shields not saving their upgrades upon round reset.
| style="border:1px solid #333;" | ''Teleport to Spawn'''
+
 
| style="border:1px solid #333;" | 10
+
'''{{Patch name|9|27|2012}}'''
| style="border:1px solid #333;" | 3
+
* Fixed a bug where players could only buy 1 upgrade at a time from the upgrade station.
| style="border:1px solid #333;" | Instantly teleport to spawn
+
 
|}
+
'''{{Patch name|10|9|2012}}'''
 +
* Balance changes:
 +
** Explosive Headshots
 +
*** Damage is now 150 regardless of upgrade level.
 +
*** Damage is done in one tick instead of the previous six.
 +
*** Added a slowing effect based on upgrade level (50%-80% slow, 2-4 second duration).
 +
*** Radius still scales with upgrade level (unchanged).
 +
** Marked For Death duration reduced to 7 seconds from 15 seconds when the target is a giant robot.
 +
** Reduced the "effect bar recharge rate increased" upgrade from 20% increments with an 80% cap to 15% increments with a 60% cap.
 +
 
 +
'''{{Patch name|7|10|2013}}'''
 +
* In MvM, when robots are killed by Sniper headshots or explosive headshot upgrade, they will drop 'red' money that will automatically be collected when it would otherwise dissolve.
 +
 
 +
'''{{Patch name|8|27|2013}}'''
 +
* Fixed a bug that prevented the Medi Gun's "Share Power Ups" upgrade from working correctly in Mann vs. Machine mode.
 +
 
 +
'''{{Patch name|10|29|2013}}'''
 +
* Inspecting a player in Mann vs. Machine (default key: {{key|F}}) now shows the upgrades of the player who is currently being inspected.
 +
 
 +
'''{{Patch name|11|21|2013}}''' ({{update link|Two Cities Update}})
 +
* Players can earn a "Refund Upgrades" credit by collecting money during waves
 +
** The amount required is listed in the scoreboard, and varies per-mission
 +
** Any money collected – whether winning or losing – will count toward earning a credit
 +
** To redeem, visit an Upgrades station and click the "Refund Upgrades" button
 +
** Any money spent on buy-backs and Canteen charges will not be refunded
 +
* Medic
 +
** Projectile Shield Upgrade
 +
*** Build Energy by healing teammates, reviving and preventing damage via Invuln ÜberCharge.
 +
*** Press <code>ATTACK3</code> to activate when Energy meter is full (<code>mouse3</code> by default)
 +
*** While active:
 +
**** Blocks all enemy projectiles
 +
**** Damages enemies on touch
 +
** [[Mad Milk]] Syringes Upgrade
 +
*** Syringe Gun needles apply Mad Milk (heal-on-hit for teammates) on contact
 +
** Healing Mastery Upgrade (previously two separate upgrades)
 +
*** +25% heal rate per point
 +
*** +25% revive rate per point
 +
*** +25% self-regen rate per point
 +
** Overheal Expert Upgrade (previously two separate upgrades)
 +
*** +25% more overheal per point
 +
*** +50% duration per point
 +
** Canteen Specialist Upgrade
 +
*** Shares canteen charge effects with heal target
 +
*** +1 second charge duration per point
 +
*** -10 canteen charge price per point
 +
* Soldier
 +
** Rocket Specialist Upgrade
 +
*** +15% rocket speed per point
 +
*** On direct hits
 +
**** Stuns target (duration increases per point)
 +
**** +15% increased blast radius per point
 +
**** No range-based falloff damage
 +
* Heavy
 +
** Attack Projectiles Upgrade
 +
*** Now has two levels
 +
**** Level one is less effective than before
 +
**** Level two is more effective than level one used to be
 +
*** Price reduced from 600 to 400 per point
 +
** Rage Pushback upgrade activation moved to <code>ATTACK3</code> (<code>mouse3</code> by default)
 +
* Lowered the cost of the Bullet and Blast Resistance upgrades from 350 to 300
 +
* Added Demoman upgrade: -30% Push Force on wearer
 +
 
 +
'''{{Patch name|11|22|2013}}'''
 +
* Fixed a server crash related to damaging the tank with the new Medic shield.
 +
* Fixed the Health Regen MvM upgrade string mistakenly displaying %
 +
 
 +
'''{{Patch name|12|6|2013}}'''
 +
* Fixed players who join in the middle of a mission not receiving the Upgrade Refund credit if it has been earned by the team.
 +
* Fixed an exploit that allowed purchasing upgrades for weapons other than what they were intended for.
 +
 
 +
'''{{Patch name|1|9|2014}}'''
 +
* Fixed an exploit in Mann vs. Machine related to purchasing upgrades.
 +
 
 +
'''{{Patch name|2|7|2014}} #1'''
 +
* Fixed an exploit that allowed players to purchase/sell the Canteen Specialist upgrade to get more money than they originally spent.
 +
* Fixed a bug that caused players to not receive an Upgrade Refund Credit when they should have.
 +
* Fixed the UI not updating properly if an Upgrade Refund Credit is earned after the wave has ended.
 +
* Fixed the MvM upgrade menu closing when a Strange item has its counter increment.
 +
 
 +
'''{{Patch name|2|19|2014}}'''
 +
* Fixed a Mann vs. Machine bug related to upgrades after a retry/reconnect.
 +
 
 +
'''{{Patch name|3|5|2014}}'''
 +
* Fixed an exploit in Mann vs. Machine mode related to purchasing upgrades for free.
 +
 
 +
'''{{Patch name|5|15|2014}}'''
 +
* Fixed the Engineer being able to purchase the Disposable Sentry Gun upgrade in Mann vs. Machine, build a disposable Sentry Gun, and then refund the upgrade without the Sentry being destroyed.
 +
 
 +
'''{{Patch name|6|20|2014}}'''
 +
* Updated the B.A.S.E. Jumper to prevent buying unusable upgrades in Mann vs. Machine.
 +
 
 +
'''{{Patch name|10|27|2017}}'''
 +
* Removed the "Faster recharge rate" upgrades from The Dragon's Fury.
 +
* Fixed the missing "Increased Airblast Push Force" upgrade on The Dragon's Fury.
 +
 
 +
'''{{Patch name|7|7|2022}}'''
 +
* Fixed Übercharge charge rate and duration upgrade not working for the [[Vaccinator]].
 +
 
 +
'''{{Patch name|7|12|2023}} #1''' ({{update link|Summer 2023}})
 +
* Fixed the Mann vs. Machine upgrade panel closing after receiving a matchmaking party invite.
 +
}}
 +
 
 +
== Unused content ==
 +
* There are many additional sound files for Projectile Shield upgrade; they are referred to in the game files as "<code>prefix_burn_suffix</code>". These would likely be used when multiple projectiles are blocked by the Projectile Shield. There is also another unused sound that would be used if the user retracted the shield after switching weapons.
 +
* Inside the game files, there are 3 upgrades to be found that are not currently in the game; They include a 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 [https://www.youtube.com/watch?v=Q7eJg7hRvqE unused song] in the game's files that would possibly be played while the player used an Upgrade Station.
 +
 
 +
== Bugs ==
 +
* Changing a weapon via [[Loadout|loadout screen]] before walking up to the upgrade station, then buying a single upgrade, prevents buying (most) upgrades that cannot normally be bought on the new weapon. For example, having the [[Air Strike]] equipped, switching to the [[Cow Mangler]], buying a movement speed upgrade, and then buying ammo capacity in the Air Strike tab does not take credits away from the player's balance and does not apply the ammo upgrade to the Cow Mangler since it cannot be normally bought that. Purchasing an upgrade in the original item, such as a damage upgrade on the Air Strike, the money is taken away and the player does not get the damage upgrade on their Cow Mangler, however any future upgrades in the Air Strike tab apply to the Cow Mangler if they can normally be bought. The first upgrade bought cannot be refunded if the player is not on wave 1.
 +
** There are select weapons that have "ghost upgrades" that can be purchased using this bug. The most commonly abused and useful one of these is being able to buy a firing speed upgrade on the [[Soda Popper]].
 +
* Occasionally, when on the Canteen charges page, clicking once on any upgrade's + sign gives the player two charges for the Canteen, at the same cost of purchasing one charge twice, though only one circle fills. The player ends up with those two charges upon clicking "accept", and the interface returns to the correct number of circles filled the next time the player goes to the station.
 +
* The second firing speed upgrade for every Minigun (except [[Tomislav]]) has no effect; also due to the firing rate being tick based, the indicated percentage is wrong, the first/second upgrade increases firing speed by 14%, third by 29% and fourth by 43%. For the Tomislav, the first firing speed does not work, and the second tick increases the rate by 13%, 25% for the third upgrade, and 38% for the fourth upgrade.<ref> [https://steamcommunity.com/sharedfiles/filedetails/?id=524625631 Graph] explaining Minigun firerates.</ref>
 +
** Sentry Guns do not benefit from the second or third upgrades of firing speed in a normal server; however, if the server's simulation tick timing is slightly off, then the first tick does not work and the second tick is required to gain any benefit. Using hitsounds is the best way to judge if the first tick actually worked since it is impossible to know if the server tick is off. A crit canteen always gives the player the fastest firing speed possible regardless of how many ticks are purchased or if it is wrangled.<ref>[https://steamcommunity.com/sharedfiles/filedetails/?id=524625657 Graph] explaining Sentry Gun firing rate.</ref>
 +
* Inspecting another player, walking up to the Upgrade Station, and hitting cancel results in showing the player an upgrade screen for the other player. The only buttons that can be pressed are cancel and refund, which refund your upgrades.
 +
* Buying "+2s Crits On Kill" and/or "+25% Damage" upgrades on the [[Half-Zatoichi]] as a Demoman can carry over when the player switches to Soldier with the same weapon equipped, despite Soldier being unable to buy Crits On Kill nor Damage upgrades.
 +
 
 +
== Trivia ==
 +
* There are several items visible inside the Upgrade Station, the most notable being one of the many scrapped weapons used for the scrapped grenade slot, which are the [[Bear Trap]] and the [[Frag Grenade]].
 +
* The texture for the Upgrade Station contains a hidden note in the top left corner, which cannot be seen in-game, which reads:
 +
  "WEAPONS OF THE DAY: GRENADES
 +
  FREE AMMO REFILL WITH PURCHASE<br/>
 +
  HAVE A NICE DAY.
 +
  DON'T DIE, OR, WELL, DO DIE... WHATEVER.
 +
  JUST DON'T GET BLOOD ON MY FLOOR."
 +
 
 +
== Gallery ==
 +
<gallery>
 +
File:Projectile Shield Example.png|A demonstration of the Projectile Shield effect.
 +
File:MVM Upgrade Texture.png|The Upgrade Station texture showing the hidden note.
 +
</gallery>
 +
 
 +
== References ==
 +
<references/>
 +
 
 +
== See also ==
 +
* [[Credits]]
 +
 
 +
== External links ==
 +
* [https://www.teamfortress.com/mvm/mercs/ "The Mercs" update page]
 +
 
 +
{{Mann Vs Machine Nav}}

Latest revision as of 18:40, 29 January 2024

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 any kiosk 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, players may modulate the number of levels in an upgrade by pressing the + and - buttons to redistribute their credits if they have made a mistake before accepting the upgrade. Once accepting the upgrade it cannot be revoked unless all upgrades are refunded.

Upgrades cannot be refunded during a wave. During the first wave, upgrades can be individually refunded by pressing the minus button to regain the money spent for it and forfeit the upgrade. This includes missions where there is only one wave, such as Caliginous Caper. During any wave, the button to refund is grayed out, preventing a full refund of every upgrade.

During the setup of the first wave of the mission, upgrades can be sold back if the player wants to change weapons, classes, or buy a different upgrade. During the setup for each wave, players may refund their upgrades in the upgrade station menu as many times as necessary. A wrench icon (MvM Class upgraded.png) appears next to a class in the Class Selection Menu if that class already has upgrades applied to it. Upgrades apply to only a single weapon or to a single class if the upgrades purchased directly affect the player. Un-equipping a weapon deactivates all upgrades associated with that weapon, but they are regained if the player re-equips it. Disconnecting from a server and rejoining allows the player to retain their current amount of credits and upgrades if the player chooses the same class.

Failing to complete a wave refunds the credits spent during the setup of that wave to give the player a chance to use a different strategy. It does not refund every upgrade gained across every wave.

Since there are no Resupply Cabinets in the base, purchasing an upgrade from an Upgrade Station restores the player's health and ammo. Players cannot heal using the Upgrade Station during waves and may only refill their ammo across all weapons.

User Interface

MvM Upgrade UI.png

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 hit the "Cancel" button at any time or simply walk away from the kiosk before accepting an upgrade to regain the credits used during the session.

Class

Weapon

Primary

Secondary

Melee

Other

Sapper

Buildings

These are available only to the Engineer.

Power Up Canteen

These are available to any class with a Power Up Canteen, Battery Canteens, or Kritz or Treat Canteen in their Action Slot. Canteens can have a maximum of three charges and only one charge type at a time.

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.


Shell Extension
Shell Extension
During a wave, use a canteen charged with 'Ammo Reload' to refill an empty weapon slot.


Ghost in the Machine
Ghost in the Machine
Use a canteen charged with 'Teleport to Spawn' and then kill the bomb carrier within 5 seconds.


Kritical Terror
Kritical Terror
Use a canteen charged with 'Crit Boost' to destroy a giant robot.


German Engineering
German Engineering
Use a canteen charged with 'ÜberCharge' to destroy 15 robots.


Undelete
Undelete
During a wave, use a canteen charged with 'Instant Building Upgrade' to build a new sentry gun within 3 seconds of your previous sentry gun's destruction.
Do Androids Dream?
Do Androids Dream?
As a Scout, use the Sandman to mark 15 robots for death in a single wave.


Heavy Mettle
Heavy Mettle
During a wave, use rage as a Heavy to push a robot about to deliver the bomb.


Vial Sharing
Vial Sharing
As a Medic, share your canteen 5 times in a single wave.


Wall Of Pain
Wall Of Pain
Block 5,000 damage with the shield as a Medic in a single life.


Robot Flush
Robot Flush
Kill 5 enemies with a single rocket while upgraded with rocket specialist.


Dazed And Defused
Dazed And Defused
Stun 50 robots while upgraded with rocket specialist.


Update history

August 15, 2012 Patch (Mann vs. Machine Update)
  • 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.

September 4, 2012 Patch

  • Fixed a client money display issue when purchasing or selling bottle charges after changing classes.
  • Fixed Sniper Rifle reload upgrade not reducing the time delay from hip shot to scoping.

September 21, 2012 Patch

  • Added the ability to buy projectile penetration for the Crusader's Crossbow.
  • Fixed the Medi Gun overheal duration attribute causing the overheal effect to decay faster, rather than slower.
  • Fixed the Demoman shields not saving their upgrades upon round reset.

September 27, 2012 Patch

  • Fixed a bug where players could only buy 1 upgrade at a time from the upgrade station.

October 9, 2012 Patch

  • Balance changes:
    • Explosive Headshots
      • Damage is now 150 regardless of upgrade level.
      • Damage is done in one tick instead of the previous six.
      • Added a slowing effect based on upgrade level (50%-80% slow, 2-4 second duration).
      • Radius still scales with upgrade level (unchanged).
    • Marked For Death duration reduced to 7 seconds from 15 seconds when the target is a giant robot.
    • Reduced the "effect bar recharge rate increased" upgrade from 20% increments with an 80% cap to 15% increments with a 60% cap.

July 10, 2013 Patch

  • In MvM, when robots are killed by Sniper headshots or explosive headshot upgrade, they will drop 'red' money that will automatically be collected when it would otherwise dissolve.

August 27, 2013 Patch

  • Fixed a bug that prevented the Medi Gun's "Share Power Ups" upgrade from working correctly in Mann vs. Machine mode.

October 29, 2013 Patch

  • Inspecting a player in Mann vs. Machine (default key: F) now shows the upgrades of the player who is currently being inspected.

November 21, 2013 Patch (Two Cities Update)

  • Players can earn a "Refund Upgrades" credit by collecting money during waves
    • The amount required is listed in the scoreboard, and varies per-mission
    • Any money collected – whether winning or losing – will count toward earning a credit
    • To redeem, visit an Upgrades station and click the "Refund Upgrades" button
    • Any money spent on buy-backs and Canteen charges will not be refunded
  • Medic
    • Projectile Shield Upgrade
      • Build Energy by healing teammates, reviving and preventing damage via Invuln ÜberCharge.
      • Press ATTACK3 to activate when Energy meter is full (mouse3 by default)
      • While active:
        • Blocks all enemy projectiles
        • Damages enemies on touch
    • Mad Milk Syringes Upgrade
      • Syringe Gun needles apply Mad Milk (heal-on-hit for teammates) on contact
    • Healing Mastery Upgrade (previously two separate upgrades)
      • +25% heal rate per point
      • +25% revive rate per point
      • +25% self-regen rate per point
    • Overheal Expert Upgrade (previously two separate upgrades)
      • +25% more overheal per point
      • +50% duration per point
    • Canteen Specialist Upgrade
      • Shares canteen charge effects with heal target
      • +1 second charge duration per point
      • -10 canteen charge price per point
  • Soldier
    • Rocket Specialist Upgrade
      • +15% rocket speed per point
      • On direct hits
        • Stuns target (duration increases per point)
        • +15% increased blast radius per point
        • No range-based falloff damage
  • Heavy
    • Attack Projectiles Upgrade
      • Now has two levels
        • Level one is less effective than before
        • Level two is more effective than level one used to be
      • Price reduced from 600 to 400 per point
    • Rage Pushback upgrade activation moved to ATTACK3 (mouse3 by default)
  • Lowered the cost of the Bullet and Blast Resistance upgrades from 350 to 300
  • Added Demoman upgrade: -30% Push Force on wearer

November 22, 2013 Patch

  • Fixed a server crash related to damaging the tank with the new Medic shield.
  • Fixed the Health Regen MvM upgrade string mistakenly displaying %

December 6, 2013 Patch

  • Fixed players who join in the middle of a mission not receiving the Upgrade Refund credit if it has been earned by the team.
  • Fixed an exploit that allowed purchasing upgrades for weapons other than what they were intended for.

January 9, 2014 Patch

  • Fixed an exploit in Mann vs. Machine related to purchasing upgrades.

February 7, 2014 Patch #1

  • Fixed an exploit that allowed players to purchase/sell the Canteen Specialist upgrade to get more money than they originally spent.
  • Fixed a bug that caused players to not receive an Upgrade Refund Credit when they should have.
  • Fixed the UI not updating properly if an Upgrade Refund Credit is earned after the wave has ended.
  • Fixed the MvM upgrade menu closing when a Strange item has its counter increment.

February 19, 2014 Patch

  • Fixed a Mann vs. Machine bug related to upgrades after a retry/reconnect.

March 5, 2014 Patch

  • Fixed an exploit in Mann vs. Machine mode related to purchasing upgrades for free.

May 15, 2014 Patch

  • Fixed the Engineer being able to purchase the Disposable Sentry Gun upgrade in Mann vs. Machine, build a disposable Sentry Gun, and then refund the upgrade without the Sentry being destroyed.

June 20, 2014 Patch

  • Updated the B.A.S.E. Jumper to prevent buying unusable upgrades in Mann vs. Machine.

October 27, 2017 Patch

  • Removed the "Faster recharge rate" upgrades from The Dragon's Fury.
  • Fixed the missing "Increased Airblast Push Force" upgrade on The Dragon's Fury.

July 7, 2022 Patch

  • Fixed Übercharge charge rate and duration upgrade not working for the Vaccinator.

July 12, 2023 Patch #1 (Summer 2023 Update)

  • Fixed the Mann vs. Machine upgrade panel closing after receiving a matchmaking party invite.

Unused content

  • There are many additional sound files for Projectile Shield upgrade; they are referred to in the game files as "prefix_burn_suffix". These would likely be used when multiple projectiles are blocked by the Projectile Shield. There is also another unused sound that would be used if the user retracted the shield after switching weapons.
  • Inside the game files, there are 3 upgrades to be found that are not currently in the game; They include a 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 would possibly be played while the player used an Upgrade Station.

Bugs

  • Changing a weapon via loadout screen before walking up to the upgrade station, then buying a single upgrade, prevents buying (most) upgrades that cannot normally be bought on the new weapon. For example, having the Air Strike equipped, switching to the Cow Mangler, buying a movement speed upgrade, and then buying ammo capacity in the Air Strike tab does not take credits away from the player's balance and does not apply the ammo upgrade to the Cow Mangler since it cannot be normally bought that. Purchasing an upgrade in the original item, such as a damage upgrade on the Air Strike, the money is taken away and the player does not get the damage upgrade on their Cow Mangler, however any future upgrades in the Air Strike tab apply to the Cow Mangler if they can normally be bought. The first upgrade bought cannot be refunded if the player is not on wave 1.
    • There are select weapons that have "ghost upgrades" that can be purchased using this bug. The most commonly abused and useful one of these is being able to buy a firing speed upgrade on the Soda Popper.
  • Occasionally, when on the Canteen charges page, clicking once on any upgrade's + sign gives the player two charges for the Canteen, at the same cost of purchasing one charge twice, though only one circle fills. The player ends up with those two charges upon clicking "accept", and the interface returns to the correct number of circles filled the next time the player goes to the station.
  • The second firing speed upgrade for every Minigun (except Tomislav) has no effect; also due to the firing rate being tick based, the indicated percentage is wrong, the first/second upgrade increases firing speed by 14%, third by 29% and fourth by 43%. For the Tomislav, the first firing speed does not work, and the second tick increases the rate by 13%, 25% for the third upgrade, and 38% for the fourth upgrade.[1]
    • Sentry Guns do not benefit from the second or third upgrades of firing speed in a normal server; however, if the server's simulation tick timing is slightly off, then the first tick does not work and the second tick is required to gain any benefit. Using hitsounds is the best way to judge if the first tick actually worked since it is impossible to know if the server tick is off. A crit canteen always gives the player the fastest firing speed possible regardless of how many ticks are purchased or if it is wrangled.[2]
  • Inspecting another player, walking up to the Upgrade Station, and hitting cancel results in showing the player an upgrade screen for the other player. The only buttons that can be pressed are cancel and refund, which refund your upgrades.
  • Buying "+2s Crits On Kill" and/or "+25% Damage" upgrades on the Half-Zatoichi as a Demoman can carry over when the player switches to Soldier with the same weapon equipped, despite Soldier being unable to buy Crits On Kill nor Damage upgrades.

Trivia

  • There are several items visible inside the Upgrade Station, the most notable being one of the many scrapped weapons used for the scrapped grenade slot, which are the Bear Trap and the Frag Grenade.
  • The texture for the Upgrade Station contains a hidden note in the top left corner, which cannot be seen in-game, which reads:
 "WEAPONS OF THE DAY: GRENADES
  FREE AMMO REFILL WITH PURCHASE
HAVE A NICE DAY. DON'T DIE, OR, WELL, DO DIE... WHATEVER. JUST DON'T GET BLOOD ON MY FLOOR."

Gallery

References

  1. Graph explaining Minigun firerates.
  2. Graph explaining Sentry Gun firing rate.

See also

External links