All credits collected are shared equally amongst all players if a credit pile is worth 50 credits, all players gain 50 credits when any player collects it.Īs 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 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. Scouts also gain health for collecting credits the amount of health received is based on their current health. 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. If a player joins a game already in progress, they 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.Īny class can run over a pile of credits to collect it, sometimes triggering voice lines encouraging other players to join in. Scouts respawn faster and thus have very little need for this mechanic. The defending team is notified via a sound cue as well as a message in the chat box indicating how many credits were spent. the cost is 25 credits to skip 5 seconds of respawn delay and cannot skip the last second). Players who have been killed have the option of buying back into the game early ( default key: H) for 5 credits per second remaining with a minimum of 10 credits (e.g. The majority of missions start players off with 400 credits, though several missions provide starting values of 900, 1000, 1200, 1500, or even 5000. Credits have sizes depending on how much is dropped 9 or less drop a small pile of credits, 10-24 drop a medium pile, and 25+ drop a large pile of credits.Ĭredits can be used at Upgrade Stations to purchase weapon upgrades, abilities, and Power Up Canteen buffs. 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. Normally, support-only classes (such as Snipers, Spies, and Sentry Busters) do not drop credits. 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 drops either 3 or 4 credits that overall sums to 100). Regular robots drop small piles of cash while giant robots and tanks drop larger piles of cash. Credits are piles of cash which drop when robots are destroyed in Mann vs.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |