Mattj12

Mannpower is a modified version of the Capture the Flag game mode. Mannpower was originally announced alongside the Smissmas 2014 update in the Mann Co. Beta Program, and was officially released as a full game mode alongside the Scream Fortress 2015 update.

Contents
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 * 1Gameplay
 * 1.1Powerups
 * 1.2Imbalance detection
 * 1.3Dominant status
 * 1.4Health regeneration
 * 2Strategy
 * 3Maps
 * 4Update history
 * 5Unused content
 * 6Bugs
 * 7Trivia
 * 8Gallery

Gameplay
Upon starting a Mannpower game, the player is prompted to equip the Grappling Hook Action Item. The Grappling Hook allows players to cling to surfaces and move rapidly across the maps. The player travels in a straight line to the point at where their Grappling Hook connected to the surface, and cannot use any of their weapons. Spies can use their Grappling Hooks while cloaked or disguised, and their Hook's rope color will be the same as their disguise. By jumping while being pulled by their Grappling Hook, a player's upward velocity is increased, boosting the player ahead and allowing easier traversal of vertical terrain. The Heavy and powered-up flag carriers are exempt from this ability.

To complete the objective of the maps, the player must capture the Intelligence 10 times, as opposed to the usual 3 times of a normal CTF game. To capture the enemy team's Intelligence, your team's Intelligence must be uncontested and at its spawn point. Unlike regular Capture the Flag, the timer that appears over dropped Intelligence is not reset if it is picked up again, making capturing the Intelligence harder. Additionally, if an Intelligence carrier does not have a Powerup, they will receive health regeneration equal to 0.1x the class base health regeneration. Flags will become poisonous and mark the carrier for death 90 seconds after having been stolen. If both teams' flags are stolen and poisonous, they will return when next dropped. Unlike a normal CTF game, capturing the Intelligence awards the player with 5 points on the scoreboard as opposed to the standard amount of 2 points, and a team that captures the Intelligence does not receive the 10 second critical hit boost. Flag carriers have their grapple movement speed reduced. The speed reduction is higher with a Powerup and is lesser on Scouts and players using the Agility Powerup.

The respawn timer is shortened to approximately 4 seconds upon death from another player. The respawn timer is 0 seconds if the player kills themselves through means other than another player. In addition, players are given an approximately 10 second period of invulnerability upon respawning.

If a player does not have a Powerup equipped, they will see a glow around powered-up enemies below 30% of their max health. There isn't a limit to the range of this glow, as long as the player maintains a clear line-of-sight with the enemy.

All melee weapons do an additional 30% damage, unless the attack mini-crits or crits. Demomen equipped with a shield do not receive this bonus. Additionally, the shield charge meter passive refill rate is reduced, and reduction is greater when carrying a Powerup. Items or actions that add to the shield charge meter add less when carrying a Powerup. Medics have a reduced heal rate of 75% default rate if either he or his heal target has a Powerup, and 50% default rate if they both have one. Heal targets with Powerups cannot be overhealed. The Ubersaw grants 10% ÜberCharge instead of the standard 25%, and 5% ÜberCharge if the Medic has a Powerup. Engineer's Buildings deploy much faster, and Scouts do not take Fall damage. The Battalion's Backup takes 1500 damage to fill instead of the usual 600.

If a player's kill count is very high relative to the other players in the match, they'll enter a dominant state for a brief time. During this state, the player is marked for death when carrying a Powerup and their collected Powerup is less effective.

Random critical hits and Dominations are disabled.

Powerups
In Mannpower, the player can collect multiple different Powerups that spawn around the map. When a powered-up player dies, the Powerup will be dropped in the enemy team's color. Neutral Powerups can be collected by any team, while team-colored Powerups can only be collected by their corresponding team, or disguised Spies. In Casual Mode, only one instance of each Powerup is available (with the exception of each team's Revenge). If a Powerup isn't picked up in time, it will despawn and appear somewhere else. Team-colored powerups will try to respawn in the base of their own team, or as close as possible. Neutral Powerups spawn in a random location. The current in-game Powerups are: