Difference between revisions of "Duel"

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(Tips)
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== Tips ==
 
== 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. Selfdamage won't change while using handicap.
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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.
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*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 ==
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There are advantages in dealing damage/taking damage, which players gain while dodging/tracking and equipping the correct weapon.<br>
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There are 2 usual moves for dealing and/or avoiding damage:<br><br>
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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>
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Pros: Great damage output on a predictable path while not spotted by enemy.
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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>
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2. Dash/strafe dodging -> Weapon advantage: RL/GL<br>
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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>
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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}}

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
Yes.png
Team damage
Yes.png
Item pickups
Yes.png
Points awarded for
Eliminating the enemy
Fall damage
Yes.png
Self damage
Yes.png
Starting health
100
Starting armor
0
Respawning mid-game
Yes.png
Time limit
10
Score limit
0
Overtime
2 minutes
Starting weapons
Gunblade blast.png
Instagun.png (Instagib only)
Starting ammo / Max ammo Bulletsammo.png0/100, Riotammo.png0/20,

Grenadeammo.png0/20, Rocketammo.png0/20
Plasmaammo.png0/150, Laserammo.png0/150
Electroammo.png0/10

Stunning
Yes.png
Challengers Queue
Yes.png

Item respawn times

Item Time (s)
Ammo respawn time
20
Armor respawn time
25
Weapon respawn time
10
Health respawn time
25
Powerup respawn time
90
Mega Health respawn time
20
Ultra Health respawn time
40

Official gametypes

Gametypes
Team-based
Bomb and DefuseCapture the FlagCapture the Flag: TacticsClan ArenaDuelExhaustionRektTeam Deathmatch
Non team-based
DeathmatchDuel ArenaFree for AllHeadhuntRace