Random critical hits and Dominations are disabled. During this state, the player is marked for death when carrying a Powerup and their collected Powerup is less effective. If a player's kill count is very high relative to the other players in the match, they'll enter a dominant state for a brief time. The Battalion's Backup takes 1500 damage to fill instead of the usual 600. Engineer's Buildings deploy much faster, and Scouts do not take Fall damage. The Ubersaw grants 10% ÜberCharge instead of the standard 25%, and 5% ÜberCharge if the Medic has a Powerup. Heal targets with Powerups cannot be overhealed. Medics have a reduced heal rate of 75% default rate if either he or his heal target has a Powerup, and 50% default rate if they both have one. Items or actions that add to the shield charge meter add less when carrying a Powerup. Additionally, shield charge meter passive refill rate is reduced, and reduction is greater when carrying a Powerup. Demomen equipped with a shield do not receive this bonus. In addition, players are given a short grace period of invulnerability upon respawning.Īll melee weapons do an additional 30% damage, unless the attack mini-crits or crits. The respawn timer is 0 seconds if the player kills themselves through means other than another player. The respawn timer is shortened to approximately 4 seconds upon death from another player. The speed reduction is higher with a Powerup and is lesser on Scouts and players using the Agility Powerup. Flag carriers have their grapple movement speed reduced. Unlike a normal CTF game, capturing the Intelligence awards the player with 10 points on the scoreboard as opposed to the standard amount of 2 points, and a team that captures the Intelligence does not receive the 10 second critical hit boost. If both teams' flags are stolen and poisonous, they will return when next dropped. Flags will become poisonous and mark the carrier for death 90 seconds after having been stolen. Additionally, if an Intelligence carrier does not have a Powerup, they will receive health regeneration equal to 0.1x the class base health regeneration. Unlike regular Capture the Flag, the timer that appears over dropped Intelligence is not reset if it is picked up again, making capturing the Intelligence harder. To capture the enemy team's Intelligence, your team's Intelligence must be uncontested and at its spawn point. To complete the objective of the maps, the player must capture the Intelligence 10 times, as opposed to the usual 3 times of a normal CTF game. Spies can use their Grappling Hooks while cloaked or disguised, and their Hook's rope color will be the same as their disguise. The player travels in a straight line to the point at where their Grappling Hook connected to the surface, and cannot use any of their weapons. The Grappling Hook allows players to cling to surfaces and move rapidly across the maps. Upon starting a Mannpower game, the player is prompted to equip the Grappling Hook Action Item. Mannpower is a modified version of the Capture the Flag game mode. It was officially released as a full game mode alongside the Scream Fortress 2015 update. Mannpower is a game mode originally announced alongside the Smissmas 2014 update in the Mann Co.
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