Team fortress 2 wiki lines1/31/2024 ![]() ![]() Robots can be dispatched in groups known as "squads". They do, however, always notice when a Spy is on fire. They can detect if a nearby teammate has been backstabbed, but not with regularity. They are also completely oblivious to cloaked and disguised Spies: they ignore flickering cloaks, collisions with "teammates", uncloaking noises, and possible Dead Ringers. Robots generally do not care about destroying Teleporters if they are not in the way. On the whole, they do not take alternate routes to the bomb unless the sub-wave is programmed to flank, or the bomb has been dropped in a location off the main path. Their main objective is to either pick up the bomb and follow the preset path to the bomb hatch, or escort whichever robot is already doing so. After all robots in a wave are killed, the wave is completed, while if the bomb is transported to the hatch and detonated, the wave is lost. Carrying a bomb slows a robot to about half speed, except Giant Robots. Spies and Snipers do not actively try to pick up the bomb, but do so if forced on to it via knockback. Any robot can carry the bomb, excluding the Sentry Buster and the Tank (although the Tank carries a separate bomb). After the bomb is dropped, another robot can pick it up. The primary directive of the robots is to transport this bomb to the hatch at the end of the map, and the Defenders must stop them. One robot per wave enter the field armed with a bomb (Potentially more than one if playing on Mannhattan) which behaves similarly to the Intelligence. Robots also never randomly Crit, although some have a means of gaining the Critboost effect from Medic robots or from their weapons. Robots have an infinite supply of ammo, do not drop their weapons as pickups on death, and cannot collect health and ammo pickups. ![]() Robots occasionally taunt after killing a player, and the bomb carrier always taunts to receive its buff. ![]() Robots follow a set path to the bomb hole, marked by glowing blue arrows before each wave, though they may stray off that path if the bomb carrier is pushed away or to pursue a player. As noted by Miss Pauling, they run on money, and they drop it when destroyed, allowing players to use that money to upgrade their weapons or buy a Power Up Canteen. ![]() Unlike players, robots can notably be sapped, temporarily disabling them often in groups, or in the case of giant robots, slowing them. Regular robots function nearly identically to the players, being operated by bots, whilst special robots exist that use non-Stock weapons and other forms of robots exist with abilities and directives that no class normally possesses. 5.2.5 Giant Burst Fire Soldier (Type 4).5.2.4 Giant Burst Fire Soldier (Type 3).5.1.5 Force-A-Nature Scout (Unused Type)."Now that there was a fine piece of work."Son! I'm gonna blow that dumb look right off your stupid face!"."You're all about to have a real bad day!"."I'm gonna beat you like a rented mule, boy.".While aiming at an enemy, melee weapon equipped:."Plant yerself on that darn point, mister!"."This point ain't gonna cap itself! Get over here!".While standing on a neutral or enemy capture point:.While standing on a friendly capture point:."Somebody wanna rustle up a Teleporter right here?"Īctivate ÜberCharge! - Default key: X → 7.Voice Menu 2 Incoming! - Default key: X → 1 Voice Menu 1 Medic! - Default key: Z → 1 or E ![]()
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