wiki.smc.horsecock.art/modes/team_deathmatch?srt=%5Enumber.current
Table of Contents
Team Deathmatch
| article | |
|---|---|
| name | Team Deathmatch |
| kind | mode |
| line | Two teams, ten minutes, the first to the score. Gray guns, your own mechas, module tiers on the clock, tactical chips, the bases' doors, ACE time. Every number below is the server's. |
Two teams, ten minutes, the first to the score. Gray guns, your own mechas, module tiers on the clock, tactical chips, the bases' doors, ACE time. Every number below is the server's.
The match
Weapons and healing
Mechas, modules, chips
The bases and ACE time
The arenas
The arenas: Port, Alpha Tower, Extreme Sportsground, Crimson Valley, Minao Hydropower Station.
Current is what the server runs (written by the sync, any edit of it is overwritten at the next run). Disagree? Fill suggested and say why in note - it reaches the review.
| Stat | Where | Current | Suggested | Note | Source |
|---|---|---|---|---|---|
| a seat that frees up can be taken mid-match | yes | the owner's call | |||
| a kit stays on the ground at full HP | yes | client table | |||
| a return gives the other side a point | yes | client table | |||
| the clock | the client's 600 s (10 min) | client table | |||
| the kit until you pick | Tactical SMG, Heavy Rifle, Assault Rifle | OURS | |||
| arena 1 | arena | Port | client table | ||
| arena 5 | arena | Minao Hydropower Station | client table | ||
| arena 3 | arena | Extreme Sportsground | client table | ||
| arena 4 | arena | Crimson Valley | client table | ||
| the score to win | by players: 6 -> 30, 8 -> 40, 10 -> 50 | client table | |||
| arena 2 | arena | Alpha Tower | client table | ||
| a door's HP | 8000 | patch note | |||
| a destroyed door is open for | 8 s | OURS | |||
| refresh costs (Alpha Coins) | 70, 140, 280, 560 | OURS | |||
| pilot damage reduction (no armour) | 7.5 % | OURS | |||
| a med kit on a pilot | 60 | client table | |||
| ... cut to this when leaving the base the first time | 6 s | client table | |||
| the room starts counting at this many players | 6 | OURS | |||
| a dead pilot is back in the base after | 5 s | OURS | |||
| a door heals after this long untouched | 5 s | client table | |||
| ACE time at | 480 s (8 min) | patch note | |||
| an intruder in the enemy base deals less: per second | 4 % | patch note | |||
| chips can be picked outside the base from | 360 s (6 min) | client table | |||
| a med kit on a mecha, flat part | 300 | patch note | |||
| countdown in the base | 30 s | client table | |||
| Back to Base button cooldown | 30 s | OURS | |||
| candidates per pick | 3 | client table | |||
| ... then back with | 2000 | patch note | |||
| ... plus this share of max DUR | 20 % | client table | |||
| ... up to | 20 % | client table | |||
| biggest party | 2 | the owner's call | |||
| module tiers (blue, purple, core) at | 180 s (3 min), 270 s, 360 s (6 min) | client table | |||
| a Mecha Reset Unit for everyone at | 150 s | patch note | |||
| no late join in the last | 120 s (2 min) | OURS | |||
| invincible after a spawn | 10 s | patch note | |||
| ... this share of its max a second | 10 % | client table | |||
| chip picks at | 0 s, 300 s (5 min) | client table | |||
| ACE: everyone deals | +20 % | client table |
Numbers as the server runs them. How the sync works.
Notes by players
Nothing here yet. Log in (type !wiki in the game's chat for your code) and write what you know: how it plays, what beats it, its story. The numbers above are the server's; correct one by filling its suggested cell.
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