Difference between revisions of "Duel"
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* Players can use the console command '''handicap''' <value> to decrease their damage output if they play against opponents below their skill level. E.g. '''handicap 20''' will reduce our damage to 80%. '''handicap 0''' disables it. Handicap does not affect self damage. | * Players can use the console command '''handicap''' <value> to decrease their damage output if they play against opponents below their skill level. E.g. '''handicap 20''' will reduce our damage to 80%. '''handicap 0''' disables it. Handicap does not affect self damage. | ||
*When the match starts weapons and health bubbles will already have spawned. Megahealth and Armors will spawn after 15 seconds. | *When the match starts weapons and health bubbles will already have spawned. Megahealth and Armors will spawn after 15 seconds. | ||
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+ | ==Advanced Tips == | ||
+ | There are advantages in dealing damage/taking damage, which players gain while dodging/tracking and equipping the correct weapon.<br> | ||
+ | There are 2 usual moves for dealing and/or avoiding damage:<br><br> | ||
+ | 1. Strafe tracking -> Weapon advantage: PG/LG (at the last few frames behind a corner or ledge switch to EB/RL for best damage output)<br> | ||
+ | Pros: Great damage output on a predictable path while not spotted by enemy. | ||
+ | Cons: Once the enemy notices the damage, they will try to reply with EB, therefore a quick dash out of the danger needs to be expected.<br><br> | ||
+ | 2. Dash/strafe dodging -> Weapon advantage: RL/GL<br> | ||
+ | Pros: Predictive spaming with these weapons at the places where players would expect their opponent to be, will result in a tension and might give them an opportunity to get enough time for an EB or LG damage output (depending on the distance)<br> | ||
+ | Cons: Too much of RL/GL spam will give players opponent a chance to run away, while leaving player with completely lost track of their opponent's positions (cause players won't be able to hear the item pick ups of their opponent, and their movement/shot cues - especially on bigger maps) | ||
== Default rules == | == Default rules == | ||
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{{Gametypes}} | {{Gametypes}} |
Latest revision as of 22:36, 26 September 2020
Duel is a 1vs1 game type. Players gain points by fragging the opponent.
Tips
- Players can use the console command handicap <value> to decrease their damage output if they play against opponents below their skill level. E.g. handicap 20 will reduce our damage to 80%. handicap 0 disables it. Handicap does not affect self damage.
- When the match starts weapons and health bubbles will already have spawned. Megahealth and Armors will spawn after 15 seconds.
Advanced Tips
There are advantages in dealing damage/taking damage, which players gain while dodging/tracking and equipping the correct weapon.
There are 2 usual moves for dealing and/or avoiding damage:
1. Strafe tracking -> Weapon advantage: PG/LG (at the last few frames behind a corner or ledge switch to EB/RL for best damage output)
Pros: Great damage output on a predictable path while not spotted by enemy.
Cons: Once the enemy notices the damage, they will try to reply with EB, therefore a quick dash out of the danger needs to be expected.
2. Dash/strafe dodging -> Weapon advantage: RL/GL
Pros: Predictive spaming with these weapons at the places where players would expect their opponent to be, will result in a tension and might give them an opportunity to get enough time for an EB or LG damage output (depending on the distance)
Cons: Too much of RL/GL spam will give players opponent a chance to run away, while leaving player with completely lost track of their opponent's positions (cause players won't be able to hear the item pick ups of their opponent, and their movement/shot cues - especially on bigger maps)
Default rules
Rule | State |
---|---|
Team-based | |
Team damage | |
Item pickups | |
Points awarded for | |
Fall damage | |
Self damage | |
Starting health | |
Starting armor | |
Respawning mid-game | |
Time limit | |
Score limit | |
Overtime | |
Starting weapons | (Instagib only) |
Starting ammo / Max ammo | 0/100, 0/20, 0/20, 0/20 |
Stunning | |
Challengers Queue |
Item respawn times
Item | Time (s) |
---|---|
Ammo respawn time | |
Armor respawn time | |
Weapon respawn time | |
Health respawn time | |
Powerup respawn time | |
Mega Health respawn time | |
Ultra Health respawn time |
Official gametypes
Gametypes | ||
---|---|---|
Team-based | ||
Non team-based |