Game Mode: Difference between revisions
(Created page with "Mode == AAS - Advance and Secure == === Ticket swing === *Initial capture of a flag (at start of game): +20 tickets per flag *Fully capturing a flag from the enemy team: +60 tickets for your team, -10 tickets for theirs === FOB exclusion radius === (Maximum distance you can place fobs from each other / build) *Exclusion radius 400m (300m on small maps i.e Chora, Sumari, Logar) *Build radius 150m === Bleed === *Bleed starts when both teams have a...") |
No edit summary |
||
| Line 1: | Line 1: | ||
[[Category:Mechanics|Mode]] | [[Category:Mechanics|Game Mode]] | ||
== AAS - Advance and Secure == | == AAS - Advance and Secure == | ||
Revision as of 15:31, 25 February 2023
AAS - Advance and Secure
Ticket swing
- Initial capture of a flag (at start of game): +20 tickets per flag
- Fully capturing a flag from the enemy team: +60 tickets for your team, -10 tickets for theirs
FOB exclusion radius
(Maximum distance you can place fobs from each other / build)
- Exclusion radius 400m (300m on small maps i.e Chora, Sumari, Logar)
- Build radius 150m
Bleed
- Bleed starts when both teams have at least 1 flagged captured each
- Team loses x tickets per minute.
- On odd flag layers (5/7 flag layer): -1 bleed for every flag capped past middle flag excluding itself
- On even flag layers: when you capture the enemy side middle flag -1 bleed starts and increases by -1 for every flag
- Mercy bleed is -60 tickets per minute and starts after capping the last flag (when the team controls all flags)
Capture speed
- As of version 2.16, flag capture speed scales with the player number advantage you have in the flag.
- The minimum number of people to recapture a flag is 3 (for min speed) and the maximum (for max speed) is 8.
- Capture advantage is defined by the surplus amount of friendlies in the cap compared to the enemy team. Example: If you have five people in the flag and the enemies have one person in the flag, your advantage is 4 (5-1=4) and you will cap at the 4 speed.
- When capturing a flag for the first time in the game from neutral state (initial cap / back cap), you capture 1.33x faster than if you would recapture the flag. A one man back cap takes 220/1.33 = 165s = 2m45s.
- The slowest time to fully flip a flag (without getting stalled) as a 3 man is 360s (6m0s) and the quickest time to fully flip a flag (without getting stalled) as an 8 man is 200s (3m20s)
- The table below represents how capture speed scales (to bring the flag from capture to neutral) with the amount of player advantage in the flag:
| Player advantage | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|---|
| Time (in s) x2 for full recap | 220 | 200 | 180 | 165 | 150 | 135 | 120 | 100 |
Double neutral
When both capture points are neutralised at the same time within the same two minute window, a situation known as double neutral appears. While double neutral, it only takes three players in your capzone to recapture the point, regardless of the amount of enemies on your point. With that being said, when you are being double neutraled, the goal is to hide three players in your point in order to recapture it. Usually, you can do this without even having to engage the enemy. Some quick math:
Let’s say you and the enemy both start capturing a flag at the same time… you are capturing with 3 man advantage (180s to go neutral) and they are capturing with 8 man (100s to go neutral, another 100s to capture) advantage. The double neutral will occur and the enemy team will have an advantage in the way that they will have 20 seconds left to go on the capture while you will just be at 0% captured in the neutral state. This 20 second buffer is not much room to manoeuvre when trying to prevent the enemy from stalling your capture etc.
RAAS - Random Advance and Secure
In RAAS the flag layout is randomized and will be different every time you play. Other than that, all the rules and mechanics are identical to AAS.
Invasion
There is attacking and defending team. The defending team begins with all control points under their control. The attacking team must capture all the flags, in an order that is marked by lattice markers on the in-game map. When the attacking team captures a control point in Invasion, the defending team cannot recapture it.
Skirmish
Skirmish is a control point mode, the objective for both teams is to capture and hold Control Points (aka Flags) in a preset order. Capturing enemy flags penalizes the enemy team and rewards you with additional Tickets. The team who first runs out of tickets will lose.
Destruction
In the Destruction game mode, the attacking team must destroy multiple caches before they run out of tickets or the timer runs out. The attacking team can only have two Combat Engineers and is the most important game role in this game mode.
TC - Territory Control
Territory Control is a game mode in which teams capture contiguous hex tiles across a map. Teams are unaware of their opponents progress until they capture a tile bordering a tile captured by the opposing team. The team which controls the majority of the map the longest will eventually win the round.
Insurgency
The Objective of Insurgency is to destroy randomly spawned Caches of the Insurgents team. Only Squad Leader (incendiary grenades) and Combat Engineer (c4 charge) can destroy the cache.
Seed
seeding (and best area to learn and become more practice)