Game Modes: Difference between revisions
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*No LRMS on flying mechs: LRMs are allowed as long as the mech is incapable of sustained flight. | *No LRMS on flying mechs: LRMs are allowed as long as the mech is incapable of sustained flight. | ||
*No LRMS: Lock on missiles such as [[LRM5]] or any other variant of LRM may not be used. Dumbfire missiles such as SRMs of cluster missiles may be used. | *No LRMS: Lock on missiles such as [[LRM5]] or any other variant of LRM may not be used. Dumbfire missiles such as SRMs of cluster missiles may be used. | ||
*No or limited Warp/Strife: Only a limited number or no mechs may be equipped with a [[Strife Jet]], [[Warp Engine]], or [[Directional Warp]]. | *No or limited Warp/Strife: Only a limited number or no mechs may be equipped with a [[Strife Jet]], [[Bio-Strife Jet]], [[Warp Engine]], or [[Directional Warp]]. | ||
*No Primary Melee: No builds may have more than one melee weapon and it may not be the primary means of damage E.G [[Hades]]. | *No Primary Melee: No builds may have more than one melee weapon and it may not be the primary means of damage E.G [[Hades]]. | ||
*No Melee: Similar to the above rule however with the addition that no melee weapons can be added. E.G. [[Skorpling Evolved]]'s [[Skorpling Pincher]]s can be kept but a [[Melee Scythe]] cannot be added. | *No Melee: Similar to the above rule however with the addition that no melee weapons can be added. E.G. [[Skorpling Evolved]]'s [[Skorpling Pincher]]s can be kept but a [[Melee Scythe]] cannot be added. | ||
*Offensive Support Limits: Only a limited number of offensive supports can be deployed per life. An offensive support is any support that deals damage. After being destroyed another offensive support may be used. | *Offensive Support Limits: Only a limited number of offensive supports can be deployed per life. An offensive support is any support that deals damage. After being destroyed another offensive support may be used. | ||
*No DoT: No weapon may be used that deals DoT for its primary damage may be used. For Example the [[Bioplasm Spitter]] may not be used as it deals DoT damage directly but a [[Clan Flamer]] may be used as it deals heat damage primarily. | *No DoT: No weapon may be used that deals DoT for its primary damage may be used. For Example the [[Bioplasm Spitter]] may not be used as it deals DoT damage directly but a [[Clan Flamer]] may be used as it deals heat damage primarily. |
Revision as of 07:32, 20 June 2023
Team Deathmatch
Team Deathmatch is the most common game mode at official MCM event as well as the least complex. Players are divided into the Red and Blue teams and will fight until a designated amount of kills are reached.
Team Boss
In the Team Boss game mode one player from each team will be selected as the "Boss" for the team. The Boss player will boot their meter in boss mode giving them 10x health on their mech as well as a sharp increase to cooling and ammunition. Depending on the ruleset of the match the bosses may deploy as one of their owned mechs or as a Leviathan or Titan MX Boss mech. As long as the Boss of a team is alive on the field players may respawn and infinite number of times, but if the boss is killed no more respawns are allowed. The last team standing is the winner!
In this game mode if you are not the boss keep in mind that you are expendable. Rushing the opposing boss until you are destroyed not only damages their boss but also will fully heal and rearm you after the respawn timer is up!
Capture Points
In the Capture Point game mode the Red and Blue team are both competing over a capture point that appears in a number of locations across the map. A fresh capture point will appear in a black state that will first require 4 mechs of either team to be destroyed before turning to the white open state and beginning a 10 minute timer to moving again. Once in the open state any member of a team standing on the point will begin the capture process. With a single person it will take 48 seconds to capture decreasing exponentially by half per person standing on it. If the point has progress of the opposing team that will be reduced to nothing before the capture process can begin. If a player is destroyed while standing on the point they will have to wait for a 1 minute cooldown before they can assist in the capture again. If 1/4th of the players in the match are destroyed on the point then a 5 minute timer will trigger to moving the point, this timer will supersede the last timer and can increase or decrease the remaining time. The first team to capture the necessary amount of points is the winner!
Boss Mode
In the Boss event one or more players will be selected to be the boss. Players who are selected will either use their own mechs or one of the boss mechs Leviathan or Titan MX. After booting their meter in "Boss Mode" the health of their mech will increase tenfold as well as a sharp increase to their maximum ammunition and cooling. The remaining players will all be grouped onto the same team where they will attempt to kill the Boss Mode Player(s). The Boss team will win when the necessary quota of kills has been reached. For the remaining players to come out victorious the boss(es) must be destroyed!
Free For All
This is the default mode for MCM combat on all fields while events are not being held. Quite simply it's kill or be killed everyone versus everyone. During official events this is commonly used as the game mode for a warm up before official matches. The only difference between this variant of FFA and the standard one on all fields is that once the time comes for the warmup to end the event host will call "Last Mech Standing". Once this has been called mechs are no longer allowed to respawn on the field until one mech remains standing!
Restrictions
In official game modes most, but not all, events will come with a number of restrictions on allowed mechs and weaponry. The purpose of such restrictions are to allow the host to tailor their event for the best desired experience and to keep a level of diversity of experiences on the MCM battlefields! Some common restrictions are, but not limited too...
- Class restrictions: E.G. Lights, Mediums, Heavies or assaults only (and by extension the bio equivalents).
- No Hovermechs: Disallowing any mech with a unmodified buoyancy of .5 or higher. Or for simplicity and mech listed here Hovermech.
- No LRMS on flying mechs: LRMs are allowed as long as the mech is incapable of sustained flight.
- No LRMS: Lock on missiles such as LRM5 or any other variant of LRM may not be used. Dumbfire missiles such as SRMs of cluster missiles may be used.
- No or limited Warp/Strife: Only a limited number or no mechs may be equipped with a Strife Jet, Bio-Strife Jet, Warp Engine, or Directional Warp.
- No Primary Melee: No builds may have more than one melee weapon and it may not be the primary means of damage E.G Hades.
- No Melee: Similar to the above rule however with the addition that no melee weapons can be added. E.G. Skorpling Evolved's Skorpling Pinchers can be kept but a Melee Scythe cannot be added.
- Offensive Support Limits: Only a limited number of offensive supports can be deployed per life. An offensive support is any support that deals damage. After being destroyed another offensive support may be used.
- No DoT: No weapon may be used that deals DoT for its primary damage may be used. For Example the Bioplasm Spitter may not be used as it deals DoT damage directly but a Clan Flamer may be used as it deals heat damage primarily.