Credits are piles of cash which drop when robots are destroyed in Mann vs. Machine mode. Regular robots will drop small piles of cash while giant robots and tanks drop larger piles of cash. The amount of credits dropped per sub-wave is fixed, usually a multiple of 50 or 100, and is distributed equally amongst all robots in that sub-wave (for example, in a sub-wave of 30 robots that gives 100 credits, each robot will drop either 3 or 4 credits that overall sums to 100). Normally, support-only classes (such as Snipers, Spies, and Sentry Busters) do not drop credits. Other support classes may drop credits up to a maximum amount at which point killing more of them will not drop any more, and if this maximum amount has not been reached by the end of a wave then all remaining robots of that support group will drop the remainder. Credits will have sizes depending on how much is dropped. 9 or less will drop a small pile of credits, 10-24 will drop a medium pile and 25+ will drop a large pile of credits.
Credits can be used at Upgrade Stations to purchase weapon upgrades, abilities, and Power Up Canteen buffs. The majority of missions start players off with 400 credits, though several missions provide starting values of 900, 1000, 1200, 1500, or even 5000.
Players who have been killed have the option of buying back into the game early (default key a sound cue as well as a message in the chat box indicating how many credits were spent. Scouts respawn instantly after the deathcam screen disappears and thus have very little need for this mechanic.) for 5 credits per second remaining (e.g. the cost is 25 credits to skip 5 seconds of respawn delay). The defending team is notified via
If a player joins a game already in progress, they will receive the total amount of credits that have been collected so far in the previous and current rounds of the game, including the starting credits.
Any class can run over a pile of credits to collect it, sometimes triggering voice lines encouraging other players to join in. Scouts have the ability to attract credits from about the width of a control point away, making it easier and faster to collect numerous piles. Scouts also gain health for collecting credits; the amount of health received is based on the size of the pile. The health received starts at 50 at normal health and decreases as the Scout's health increases, down to approximately 5 health per credit pile at 700 HP and over. All credits collected are shared equally amongst all players; if a credit pile is worth 50 credits, all players will gain 50 credits when any player collects it.
As the amount of credits dropped is dependent on the number of robots in the wave, the amount gained from a single pickup is not fixed and can vary between two otherwise identical piles. The total amount of all credit pickups active on the map is displayed underneath the player's current cash; this number appears green if no credits in the wave have been missed, and black otherwise.
Credits have an expiration time and will start flashing to alert players when they are about to expire. When expired, the credits will disappear into a puff of flame. If credits fall into a deathpit or similarly-inaccessible area (such as the tank-only tunnel in Rottenburg), they are automatically collected.
Robots killed by a headshot from a Sniper (or the related explosive headshot upgrade) produce "red credits", which are identified by their dollar sign particle effect being red instead of green. Red credits are considered to be collected by the Sniper the instant they appear; while they remain in the world so Scouts can still collect them for health, they do not need to be collected by the team, and can safely be ignored once identified as red. This allows a Sniper to safely kill robots at a distance without the risk of the team being unable to reach and collect the credits they produce before expiry, as long as they can do so with a headshot.
The number of credits collected in a wave is graded by the Administrator as a credit rating ranging from A to F. Collecting all credits dropped during a wave will result in a credit rating of A+ and a bonus of 100 credits to each player. Collecting most credits but still missing under $50 results in a bonus of 50 credits to each player. The credit rating for an entire game is also tracked as the sum of all its rounds.
- Added Mann vs. Machine.
- Fixed a UI Bug that would display previous MvM loot on the victory screen for subsequent MvM games.
- Added a new currency UI element to indicate money that is active in the world.
- Fixed a bug where players' money would not be set properly when restoring a checkpoint.
- Added more credits to Caliginous Caper, Wave 666.
- Robots killed by Sniper headshots or the explosive headshot upgrade now drop 'red' money that will automatically be collected when it would otherwise dissolve.
- Fixed players not being able to earn the Frags to Riches achievement if there is money in the world when the mission is completed.
Green Dollar Sign Particle Effect
- [http://www.teamfortress.com/fateworsethanchess/#f=31 A Fate Worse Than Chess Page 31 - Official TF2 comic