wiki.smc.horsecock.art/modes/team_deathmatch?srt=%5Enumber.note
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 |
|---|---|---|---|---|---|
| countdown in the base | 30 s | client table | |||
| the clock | the client's 600 s (10 min) | client table | |||
| the score to win | by players: 6 -> 30, 8 -> 40, 10 -> 50 | client table | |||
| a dead pilot is back in the base after | 5 s | OURS | |||
| invincible after a spawn | 10 s | patch note | |||
| ... cut to this when leaving the base the first time | 6 s | client table | |||
| biggest party | 2 | the owner's call | |||
| a seat that frees up can be taken mid-match | yes | the owner's call | |||
| no late join in the last | 120 s (2 min) | OURS | |||
| the room starts counting at this many players | 6 | OURS | |||
| the kit until you pick | Tactical SMG, Heavy Rifle, Assault Rifle | OURS | |||
| pilot damage reduction (no armour) | 7.5 % | OURS | |||
| a med kit on a pilot | 60 | client table | |||
| a med kit on a mecha, flat part | 300 | patch note | |||
| ... plus this share of max DUR | 20 % | client table | |||
| a kit stays on the ground at full HP | yes | client table | |||
| 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 | |||
| chip picks at | 0 s, 300 s (5 min) | client table | |||
| chips can be picked outside the base from | 360 s (6 min) | client table | |||
| candidates per pick | 3 | client table | |||
| refresh costs (Alpha Coins) | 70, 140, 280, 560 | OURS | |||
| a door's HP | 8000 | patch note | |||
| a destroyed door is open for | 8 s | OURS | |||
| ... then back with | 2000 | patch note | |||
| a door heals after this long untouched | 5 s | client table | |||
| ... this share of its max a second | 10 % | client table | |||
| an intruder in the enemy base deals less: per second | 4 % | patch note | |||
| ... up to | 20 % | client table | |||
| Back to Base button cooldown | 30 s | OURS | |||
| a return gives the other side a point | yes | client table | |||
| ACE time at | 480 s (8 min) | patch note | |||
| ACE: everyone deals | +20 % | client table | |||
| arena 1 | arena | Port | client table | ||
| arena 2 | arena | Alpha Tower | client table | ||
| arena 3 | arena | Extreme Sportsground | client table | ||
| arena 4 | arena | Crimson Valley | client table | ||
| arena 5 | arena | Minao Hydropower Station | 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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