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Team Fortress 2 Mann vs Machine Guide

Team Fortress 2 Mann vs Machine

What does randomization do to this game?

Mann vs Machine is the co-operative mode of Team Fortress 2. Six players defend a hatch against waves of robots. Between waves, the players buy upgrades.

A run uses some of the missions. Each wave the team clears is a check. Each mission the team clears is a check. The first tank and the first giant of each mission are checks too.

You do not start with the full game:

Each difficulty tier asks for more classes and slots than the tier below it.

What is the goal?

The seed sets one of two goals:

medal_on_clear puts an Australium Medal on every mission clear. The goal then counts the medals you hold, so a !collect from another player cannot finish your run for you.

Which items can be in another player's world?

All of them: the mission tickets, the classes, the weapon slots, the weapon buffs, the cash bundles and the traps. Only the Australium Medals stay in your own world.

A trap has a bad effect. trap_percentage decides how many the run holds, one percent by default, and traps decides which. Each hits the whole team for ten seconds: Jarate, Mad Milk, fire, a slow, bleeding, Marked For Death or Gas Passer gas. Only Jarate is on by default. A trap that arrives between waves waits for the next one.

What does another world's item look like in Mann vs Machine?

The server writes the item in the chat. There is no model for it, and the plugin never stops a wave to show one.

Do I need to install anything?

No. The randomizer stays on the server. Connect with a normal Team Fortress 2 client.

The host installs the server. Read the setup guide.

One slot for the whole server

One Archipelago slot covers the whole server. Everybody on it shares the same classes, slots and missions.

Valve balances Mann vs Machine for a team of six. With one slot per player, one player has no primary weapon and another has no melee weapon.