Difference between revisions of "Duel"
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==Advanced Tips == | ==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: | + | 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 switch to EB/RL for best damage output)<br> | |
− | + | Pros: Great damage output on a predictable path while not spotted by enemy. | |
− | Pros: | + | 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><br> | |
− | Cons: | + | Pros: Predictive spaming with these weapons at the places where they 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 [[Powerups|Powerup]] pick ups of their opponent, and/or their movement cues - especially on bigger maps) | |
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− | Pros: | ||
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− | Cons: | ||
== Default rules == | == Default rules == | ||
{| class="wikitable" | {| class="wikitable" |
Revision as of 23:24, 10 August 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 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 they 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 Powerup pick ups of their opponent, and/or their movement 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 |