Difference between revisions of "Upgrade Station"

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==== Primary ====
 
==== Primary ====
{| class="wikitable grid" style="border:1px solid #333;"
+
 
! class="header" width="200px" style="background: #333; color: white; border:1px solid #333;" | Upgrade
+
{{Upgrade station primary}}
! class="header" width="250px" style="background: #333; color: white; border:1px solid #333;" | Weapons
 
! class="header" width="50px" style="background: #333; color: white; border:1px solid #333;" | Cost
 
! class="header" width="50px" style="background: #333; color: white; border:1px solid #333;" | Levels
 
! class="header" width="300px" style="background: #333; color: white; border:1px solid #333;" | Notes
 
|-
 
| style="border:1px solid #333;" | '''Destroy Projectiles'''
 
| rowspan="3" style="border:1px solid #333;" | {{icon class|Heavy|16px}} [[Minigun]], [[Natascha]], [[Iron Curtain]], [[Brass Beast]], [[Tomislav]], [[Huo-Long Heater]]
 
| 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;" | '''Knockback Rage'''
 
| style="border:1px solid #333;" | 350
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | +1 rage on damage, taunt to knock back targets on damage.
 
|-
 
| style="border:1px solid #333;" | '''+1 Projectile Penetration'''
 
| style="border:1px solid #333;" | 400
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Projectiles penetrate an additional enemy player.
 
|-
 
| style="border:1px solid #333;" | '''+20% Damage'''
 
| rowspan="2" style="border:1px solid #333;" | {{icon class|Soldier|16px}} [[Rocket Launcher]], [[Direct Hit]], [[Black Box]], [[Rocket Jumper]], [[Liberty Launcher]], [[Cow Mangler 5000]], [[Original]], [[Beggar's Bazooka]]<br>{{icon class|Demoman|16px}} [[Grenade Launcher]], [[Loch-n-Load]]
 
| style="border:1px solid #333;" | 500
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25% Projectile Speed'''
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25% Damage'''
 
| style="border:1px solid #333;" | {{icon class|Scout|16px}} [[Scattergun]], [[Force-A-Nature]], [[Shortstop]], [[Soda Popper]], [[Baby Face's Blaster]]<br>{{icon class|Pyro|16px}} [[Flame Thrower]], [[Backburner]], [[Degreaser]], [[Phlogistinator]], [[Rainblower]]<br>{{icon class|Sniper|16px}} [[Sniper Rifle]], [[Huntsman]], [[Sydney Sleeper]], [[Bazaar Bargain]], [[Machina]], [[Hitman's Heatmaker]], [[AWPer Hand]]
 
| 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;" | {{icon class|Soldier|16px}} Rocket Launcher, Direct Hit, Black Box, Rocket Jumper, Liberty Launcher, Original, Beggar's Bazooka<br>{{icon class|Demoman|16px}} Grenade Launcher, Loch-n-Load<br>{{icon class|Medic|16px}} [[Crusader's Crossbow]]
 
| 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;" | {{icon class|Scout|16px}} [[Scattergun]], [[Force-A-Nature]], [[Shortstop]], [[Soda Popper]], [[Baby Face's Blaster]]<br>{{icon class|Soldier|16px}} Cow Mangler 5000<br>{{icon class|Engineer|16px}} [[Shotgun]], [[Frontier Justice]], [[Pomson 6000]]<br>{{icon class|Medic|16px}} [[Syringe Gun]], [[Blutsauger]], [[Overdose]]
 
| style="border:1px solid #333;" | 400
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''Projectile Penetration'''
 
| style="border:1px solid #333;" | {{icon class|All Classes|16px}} [[Hitscan#Bullet weapons|Bullet weapons]]<br>{{icon class|Medic|16px}} Crusader's Crossbow<br>{{icon class|Sniper|16px}} Huntsman
 
| style="border:1px solid #333;" | 400
 
| style="border:1px solid #333;" | 1
 
| style="border:1px solid #333;" | Projectiles penetrate enemy players.
 
|-
 
| style="border:1px solid #333;" | '''Explosive Headshot'''
 
| style="border:1px solid #333;" | {{icon class|Sniper|16px}} Sniper Rifle, Huntsman, Bazaar Bargain, Machina, Hitman's Heatmaker, AWPer Hand
 
| style="border:1px solid #333;" | 350
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Headshots (lethal or otherwise) damages and slows nearby enemies nearby target. Rank increases headshot explosion radius and slow strength and duration (50%-80% slow, 2-4 second duration).
 
|-
 
| style="border:1px solid #333;" | '''+5s [[Bleeding|Bleed]] On Target'''
 
| style="border:1px solid #333;" | {{icon class|Sniper|16px}} Huntsman
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25% Faster Charge'''
 
| style="border:1px solid #333;" | {{icon class|Sniper|16px}} Sniper Rifle, Sydney Sleeper, Bazaar Bargain, Machina, Hitman's Heatmaker, AWPer Hand
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+50% Ammo Capacity'''
 
| style="border:1px solid #333;" | {{icon class|All Classes|16px}} All [[Ammo|ammunition-using]] Primary Weapons
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Ammo pickups grant more ammo proportionately.
 
|-
 
| style="border:1px solid #333;" | '''+20% Reload Speed'''
 
| style="border:1px solid #333;" | {{icon class|All Classes|16px}} Bullet weapons <small>(except [[Shortstop]] and [[Widowmaker]])</small><br>{{icon class|Soldier|16px}} Rocket Launcher, Direct Hit, Black Box, Rocket Jumper, Liberty Launcher, Cow Mangler 5000, Original, Beggar's Bazooka<br>{{icon class|Demoman|16px}} Grenade Launcher, Loch-n-Load
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+10% Firing Speed'''
 
| style="border:1px solid #333;" | {{icon class|All Classes|16px}} Bullet weapons<br>{{icon class|Soldier|16px}} Rocket Launcher, Direct Hit, Black Box, Rocket Jumper, Liberty Launcher, Cow Mangler 5000, Original, Beggar's Bazooka<br>{{icon class|Demoman|16px}} Grenade Launcher, Loch-n-Load<br>{{icon class|Medic|16px}} Crusader's Crossbow
 
| style="border:1px solid #333;" | 200
 
| 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;" | {{icon class|All Classes|16px}} All damage-dealing Primary Weapons
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | Health from robot kills can overheal players.
 
|-
 
| style="border:1px solid #333;" | '''+25% Burn Damage'''
 
| rowspan="2" style="border:1px solid #333;" | {{icon class|Pyro|16px}} Flame Thrower, Backburner, Degreaser, Phlogistinator, Rainblower
 
| 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;" | 250
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | Afterburn duration.
 
|-
 
| style="border:1px solid #333;" | '''+25% [[Airblast]] Force'''
 
| style="border:1px solid #333;" | {{icon class|Pyro|16px}} Flame Thrower, Backburner, Degreaser, Rainblower
 
| style="border:1px solid #333;" | 100
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
|}
 
  
 
==== Secondary ====
 
==== Secondary ====
{| class="wikitable grid" style="border:1px solid #333;"
+
 
! class="header" width="200px" style="background: #333; color: white; border:1px solid #333;" | Upgrade
+
{{Upgrade station secondary}}
! class="header" width="250px" style="background: #333; color: white; border:1px solid #333;" | Weapons
 
! class="header" width="50px" style="background: #333; color: white; border:1px solid #333;" | Cost
 
! class="header" width="50px" style="background: #333; color: white; border:1px solid #333;" | Levels
 
! class="header" width="300px" style="background: #333; color: white; border:1px solid #333;" | Notes
 
|-
 
| style="border:1px solid #333;" | '''+20% Damage'''
 
| rowspan="2" style="border:1px solid #333;" | {{icon class|Demoman|16px}} [[Stickybomb Launcher]], [[Scottish Resistance]], [[Sticky Jumper]]
 
| 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;" | 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;" | {{icon class|Scout|16px}} [[Winger]], [[Pretty Boy's Pocket Pistol]]<br>{{icon class|Heavy|16px}} [[Family Business]]<br>{{icon class|Sniper|16px}} [[SMG]], [[Cleaner's Carbine]]<br>{{icon class|Spy|16px}} [[Revolver]], [[Ambassador]], [[Big Kill]], [[L'Etranger]], [[Enforcer]], [[Diamondback]]<br>{{icon class|Scout|16px}} {{icon class|Engineer|16px}} [[Lugermorph]], [[Pistol]]<br> {{icon class|Soldier|16px}} {{icon class|Pyro|16px}} [[Reserve Shooter]]<br>{{icon class|Soldier|16px}} {{icon class|Pyro|16px}} {{icon class|Heavy|16px}} [[Shotgun]]
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''Projectile Penetration'''
 
| style="border:1px solid #333;" | {{icon class|All Classes|16px}} Bullet weapons
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 1
 
| style="border:1px solid #333;" | Projectiles penetrate enemy players.
 
|-
 
| style="border:1px solid #333;" | '''+25 Health On Kill'''
 
| style="border:1px solid #333;" | {{icon class|All Classes|16px}} All damage-dealing Secondary Weapons
 
| style="border:1px solid #333;" | 100
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | Health from robot kills can overheal players.
 
|-
 
| style="border:1px solid #333;" | '''+50% Ammo Capacity'''
 
| style="border:1px solid #333;" | {{icon class|All Classes|16px}} All ammunition-using Secondary Weapons
 
| style="border:1px solid #333;" | 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;" | {{icon class|Pyro|16px}} [[Detonator]], [[Flare Gun]], [[Scorch Shot]]<br>{{icon class|Demoman|16px}} Stickybomb Launcher, Scottish Resistance, Sticky Jumper<br> {{icon class|Soldier|16px}} {{icon class|Pyro|16px}} Reserve Shooter<br>{{icon class|Soldier|16px}} {{icon class|Pyro|16px}} {{icon class|Heavy|16px}} Shotgun
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+15% Recharge Rate'''
 
| style="border:1px solid #333;" | {{icon class|Scout|16px}} [[Bonk! Atomic Punch]], [[Crit-a-Cola]], [[Mad Milk]], [[Flying Guillotine]]<br>{{icon class|Heavy|16px}} [[Sandvich]], [[Buffalo Steak Sandvich]], [[Dalokohs Bar]], [[Fishcake]]<br>{{icon class|Sniper|16px}} [[Jarate]]
 
| 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;" | {{icon class|Soldier|16px}} [[Buff Banner]], [[Battalion's Backup]], [[Concheror]]
 
| 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;" | {{icon class|All Classes|16px}} Bullet weapons<br>{{icon class|Demoman|16px}} Stickybomb Launcher, Scottish Resistance, Sticky Jumper<br>{{icon class|Engineer|16px}} [[Short Circuit]]
 
| style="border:1px solid #333;" | 100
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''-35% Speed On Target'''
 
| style="border:1px solid #333;" | {{icon class|Scout|16px}} Mad Milk<br>{{icon class|Sniper|16px}} Jarate
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 1
 
| style="border:1px solid #333;" | Does not stack.
 
|-
 
| style="border:1px solid #333;" | '''+100% Charge Recharge Rate'''
 
| style="border:1px solid #333;" | {{icon class|Demoman|16px}} [[Chargin' Targe]], [[Splendid Screen]]
 
| style="border:1px solid #333;" | 150
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''Share [[Power Up Canteen|Canteens]]'''
 
| rowspan="6" style="border:1px solid #333;" | {{icon class|Medic|16px}} [[Medi Gun]], [[Kritzkrieg]], [[Quick-Fix]]
 
| 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;" | Decreases overheal decay rates.
 
|-
 
|}
 
  
 
==== Melee ====
 
==== Melee ====
{| class="wikitable grid" style="border:1px solid #333;"
+
 
! class="header" width="200px" style="background: #333; color: white; border:1px solid #333;" | Upgrade
+
{{Upgrade station melee}}
! class="header" width="250px" style="background: #333; color: white; border:1px solid #333;" | Weapons
 
! class="header" width="50px" style="background: #333; color: white; border:1px solid #333;" | Cost
 
! class="header" width="50px" style="background: #333; color: white; border:1px solid #333;" | Levels
 
! class="header" width="300px" style="background: #333; color: white; border:1px solid #333;" | Notes
 
|-
 
| style="border:1px solid #333;" | '''+10% Attack Speed'''
 
| style="border:1px solid #333;" | {{icon class|All Classes|16px}} Melee weapons
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" |
 
|-
 
| style="border:1px solid #333;" | '''+25% Damage'''
 
| style="border:1px solid #333;" | {{icon class|Demoman|16px}} [[Eyelander]], [[Scotsman's Skullcutter]], [[Horseless Headless Horsemann's Headtaker]], [[Claidheamh Mòr]], [[Half-Zatoichi]], [[Persian Persuader]], [[Nessie's Nine Iron]]
 
| style="border:1px solid #333;" | 400
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | 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.
 
|-
 
| style="border:1px solid #333;" | '''+25 Health On Kill'''
 
| style="border:1px solid #333;" | {{icon class|All Classes|16px}} Melee weapons
 
| style="border:1px solid #333;" | 100
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | Health from robot kills can overheal players.
 
|-
 
| style="border:1px solid #333;" | '''Armor Penetration'''
 
| style="border:1px solid #333;" | {{icon class|Spy|16px}} [[Knife]], [[Your Eternal Reward]], [[Conniver's Kunai]], [[Big Earner]], [[Wanga Prick]], [[Spy-cicle]], [[Sharp Dresser]], [[Black Rose]]
 
| style="border:1px solid #333;" | 400
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | Allows backstabs against giant robots at X% (out of 750) damage.
 
|-
 
| style="border:1px solid #333;" | '''+2s Crits On Kill'''
 
| style="border:1px solid #333;" | {{icon class|Demoman|16px}} [[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]]<br>{{icon class|Spy|16px}} Knife, Your Eternal Reward, Conniver's Kunai, Big Earner, Wanga Prick, Spy-cicle, Sharp Dresser, Black Rose
 
| style="border:1px solid #333;" | 350
 
| style="border:1px solid #333;" | 2
 
| style="border:1px solid #333;" | 2 seconds of 100% [[Critical hit]] chance per level; switching weapons retains critical hits.
 
|-
 
| style="border:1px solid #333;" | '''+15% Recharge Rate'''
 
| rowspan="2" style="border:1px solid #333;" | {{icon class|Scout|16px}} [[Sandman]], [[Wrap Assassin]]
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | Faster baseball/bauble recharge rate.
 
|-
 
| style="border:1px solid #333;" | '''+100% Max Misc Ammo'''
 
| style="border:1px solid #333;" | 100
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | Gives the Scout one extra baseball/bauble per level.
 
|-
 
| style="border:1px solid #333;" | '''Ball Marks Target'''
 
| style="border:1px solid #333;" | {{icon class|Scout|16px}} Sandman
 
| style="border:1px solid #333;" | 500
 
| style="border:1px solid #333;" | 1
 
| style="border:1px solid #333;" | Marks one target at a time, similar to the [[Fan O'War]], on hit with either the Sandman or its baseball projectile. The time will reduced to 7 seconds if the target is a giant robot.
 
|}
 
  
 
==== Other ====
 
==== Other ====
  
 
===== Sapper =====
 
===== Sapper =====
{| class="wikitable grid" style="border:1px solid #333;"
+
 
! class="header" width="200px" style="background: #333; color: white; border:1px solid #333;" | Upgrade
+
{{Upgrade station sapper}}
! class="header" width="250px" style="background: #333; color: white; border:1px solid #333;" | Weapons
 
! class="header" width="50px" style="background: #333; color: white; border:1px solid #333;" | Cost
 
! class="header" width="50px" style="background: #333; color: white; border:1px solid #333;" | Levels
 
! class="header" width="300px" style="background: #333; color: white; border:1px solid #333;" | Notes
 
|-
 
| style="border:1px solid #333;" | '''Robot Sapper Power'''
 
| style="border:1px solid #333;" | {{icon class|Spy|16px}} [[Sapper]], [[Red-Tape Recorder]]
 
| style="border:1px solid #333;" | 350
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Increases robot Sapper radius and duration
 
|-
 
|}
 
  
 
===== Buildings =====
 
===== Buildings =====
  
These are available only to the [[Engineer]].
+
{{Upgrade station building}}
 
 
{| class="wikitable grid" style="border:1px solid #333;"
 
! class="header" width="200px" style="background: #333; color: white; border:1px solid #333;" | Upgrade
 
! class="header" width="250px" style="background: #333; color: white; border:1px solid #333;" | Building
 
! class="header" width="50px" style="background: #333; color: white; border:1px solid #333;" | Cost
 
! class="header" width="50px" style="background: #333; color: white; border:1px solid #333;" | Levels
 
! class="header" width="300px" style="background: #333; color: white; border:1px solid #333;" | Notes
 
|-
 
| style="border:1px solid #333;" | '''+1 Disposable Sentry Gun'''
 
| style="border:1px solid #333;" | [[Image:Red Mini Sentry.png|16px]] [[Combat Mini-Sentry Gun]]
 
| style="border:1px solid #333;" | 500
 
| style="border:1px solid #333;" | 1
 
| style="border:1px solid #333;" | Gives the player a disposable mini-sentry, which is built by choosing to build a sentry when the player's primary sentry already exists. This mini-sentry cannot be upgraded, repaired, resupplied, or wrangled. Once it runs out of ammunition, it self-destructs. Not affected by building health and sentry fire rate upgrades.
 
|-
 
| style="border:1px solid #333;" | '''+100% [[Building]] Health'''
 
| style="border:1px solid #333;" | All Buildings
 
| style="border:1px solid #333;" | 400
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | You have to build new buildings for this to take effect.
 
|-
 
| style="border:1px solid #333;" | '''+10% Sentry Firing Speed'''
 
| style="border:1px solid #333;" | [[Image:Lvl3sentry.png|16px]] [[Sentry Gun]]<br>[[Image:Red Mini Sentry.png|16px]] Combat Mini-Sentry Gun
 
| style="border:1px solid #333;" | 350
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | 10% faster sentry fire rate.
 
|-
 
| style="border:1px solid #333;" | '''2-Way Teleporters'''
 
| style="border:1px solid #333;" | [[Image:Telespin.jpg|16px]] [[Teleporter]]
 
| style="border:1px solid #333;" | 250
 
| style="border:1px solid #333;" | 1
 
| style="border:1px solid #333;" | Allows players to stand on a Teleporter Exit and teleport to the Entrance in addition to the normal Entrance-to-Exit functionality. Both directions use the same charge meter. If there is a player on each end, whoever got there first will be teleported to the other side.
 
|-
 
| style="border:1px solid #333;" | '''+50% Max [[Metal]] Capacity'''
 
| style="border:1px solid #333;" | {{class link|Engineer}}
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 4
 
| style="border:1px solid #333;" | +50% metal to the Engineer, not the buildings.
 
|-
 
| style="border:1px solid #333;" | '''+100% Dispenser Range'''
 
| style="border:1px solid #333;" | [[Image:Lvl3dispenser.png|16px]] [[Dispenser]]
 
| style="border:1px solid #333;" | 100
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Players can stand further away from the Dispenser to gain Ammo, Metal, and Health.
 
|}
 
  
 
=== Power Up Canteen ===
 
=== Power Up Canteen ===
  
These are available to any class with a [[Power Up Canteen]] in their Action Slot.
+
{{Upgrade station canteen}}
 
 
{| class="wikitable grid" style="border:1px solid #333;"
 
! 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;" | Uses
 
! class="header" width="350px" style="background: #333; color: white; border:1px solid #333;" | Notes
 
|-
 
| style="border:1px solid #333;" | '''Become Crit Boosted'''
 
| rowspan="4" style="border:1px solid #333;" | {{icon class|All Classes|16px}} All classes
 
| style="border:1px solid #333;" | 100
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Crits and doubled sentry fire rate for 5 seconds.
 
|-
 
| style="border:1px solid #333;" | '''Become Übercharged'''
 
| style="border:1px solid #333;" | 75
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | ÜberCharge and puts a Wrangler shield around your sentry for 5 seconds. This Wrangler shield does not stack with existent Wrangler shields.
 
|-
 
| style="border:1px solid #333;" | '''Refill Clips and Ammo'''
 
| style="border:1px solid #333;" | 25
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Instantly refills all weapons' clips and ammumition. Refills metal for Engineers and Cloak time for Spies.
 
|-
 
| style="border:1px solid #333;" | '''Teleport to Spawn'''
 
| style="border:1px solid #333;" | 10
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Instantly teleport to spawn and grants a 5 second speed boost.
 
|-
 
| style="border:1px solid #333;" | '''Building Upgrade'''
 
| style="border:1px solid #333;" | {{icon class|Engineer|16px}} Engineer
 
| style="border:1px solid #333;" | 50
 
| style="border:1px solid #333;" | 3
 
| style="border:1px solid #333;" | Upgrades all existing buildings to Level 3 and fully restores their health.
 
|}
 
  
 
''Note certain weapons cannot be upgraded. These include:
 
''Note certain weapons cannot be upgraded. These include:

Revision as of 13:36, 23 October 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.

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. However, from the moment the first wave starts and onward, all upgrades will be nonrefundable. 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. Weapon upgrades apply to only a single weapon but take effect for all classes that can equip the weapon. Un-equipping a weapon will deactivate all upgrades associated with that weapon, but they will be regained if the player re-equips it. Disconnecting from a server and rejoining will allow the player to retain the player current amount of credits and upgrades if the player chooses 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. Players cannot heal using the Upgrade Station during waves.

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 cancel 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.

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.

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.

Bugs

  • Changing a weapon via loadout screen before walking up to the upgrade station, then buying a single upgrade, will prevent buying or selling any upgrades.
  • The descriptions for the reload speed and firing rate upgrades are slightly misleading. Rather than making these actions a set percentage faster, they actually reduce the function time by the stated percentage. E.g. A weapon with a cumulative 60% faster reload time will reload in 40% of the normal time (i.e. 100% - 60%), not 62.5% (100% / 1.6).
  • Occasionally, when on the Canteen charges page, clicking once on any upgrade's + sign will give the player two charges for the Canteen, at the same cost of purchasing one charge twice, though only one circle fills. The player will end 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 kiosk.

Trivia

  • There are several items visible inside the Upgrade Station, the most notable being the Bear Trap and the Frag Grenade, both canceled grenade 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.

See also

External links