Difference between revisions of "Arena"

From Team Fortress Wiki
Jump to: navigation, search
m (This is not a strategy page.)
Line 3: Line 3:
 
{{Quotation|'''Abraham Lincoln''', ''Second Inaugural Address, 1865''|I say this to you with the unvarnished factualism of plain talk: I ''love'' Arena Mode.}}
 
{{Quotation|'''Abraham Lincoln''', ''Second Inaugural Address, 1865''|I say this to you with the unvarnished factualism of plain talk: I ''love'' Arena Mode.}}
 
 
'''Arena''' is a [[List of game modes|game mode]] added during the [[Heavy Update]] in which teams [[RED]] and [[BLU]] are pitted against each other, in a battle to the death. The goal for both teams is to kill all of the opposing team's players, with no respawning during rounds. If both teams survive one minute of fighting, a [[control point (objective)|control point]] will unlock, allowing a team to win by capping the point.
+
'''Arena''' is a [[List of game modes|game mode]] added during the [[Heavy Update]] in which [[RED]] and [[BLU]] are pitted against each other, in a battle to the death. Unlike the average [[List of game modes|game modes]] the objective of '''Arena''' is for both teams to kill all of the opposing team's players with the exception that respawning is delayed until the next round. If both teams survive a pre-determined time of fighting(changes per server), a [[control point (objective)|control point]] will be available for capture, allowing either [[RED]] or [[BLU]] team to win by taking the point.
  
 
== Gameplay ==
 
== Gameplay ==
 
{{See also|Tips#Arena|l1=Arena tips}}
 
{{See also|Tips#Arena|l1=Arena tips}}
  
Arena maps are designed to keep the class diversity of ''Team Fortress 2'' while focusing goals around combat between two teams. Whereas other game modes lean towards a broad, overall strategy for the team, Arena concentrates on the specific tactical choices the teams make in a single fight.
+
Arena maps are designed to keep the class diversity of ''Team Fortress 2'' while focusing on pure player vs. player combat between the two teams. Whereas other game modes lean towards a flexible, objective-based strategy for the team, Arena concentrates on the specific tactical choices the teams make to eliminate the opposing team while preserving their own.
  
Arena features smaller maps that play out more quickly. The round ends once either team has no players left in the arena, or when the control point has unlocked and been captured. Rounds tend to be very fast and highly competitive, with an emphasis on a team's class makeup and plans to counter the opposing team's class choices. Arena mode is suitable for smaller matches such as three-versus-three, while still comfortably supporting huge knockdown twelve-on-twelve brawls. There are usually very few, if any, [[Health|Health kits]], and even then they are often far from the main action, near stage hazards, or both. This forces teams to rely more on [[Dispenser]]s and Medics.
+
Arena features smaller maps that play out more quickly; they are made so as to promote constant confrontation with enemies. The round ends once either team has no players remaining; or when the control point has been captured. Rounds tend to be fast-paced and highly competitive, with an emphasis on a team's class choice and plans to counter the opposing team's defense and repealing their offense. Arena mode is suitable for smaller three-versus-three matches, while still ably supporting huge twelve-on-twelve deathmatches. There are usually very few, if any, [[Health|Health kits]], and are often far from the main action, near stage hazards, or both. This forces teams to rely more on an Engineer's [[Dispenser]]s and Medics' Mediguns.
 
 
 
Players may have to sit out to keep team numbers balanced if they were on the losing team, but players on the winning team never have to sit out the next round.
 
Players may have to sit out to keep team numbers balanced if they were on the losing team, but players on the winning team never have to sit out the next round.
  
The [[First Blood]] critical hit buff is unique to the Arena game mode, and can be used to give the player an advantage against the enemy team.
+
The [[First Blood]] critical hit buff is unique to the Arena game mode and is given to the player that kills off an opponent first so as to give them a momentary advantage against any approaching threats.
 +
 
 +
The Versus Mode also uses the basic Arena formula with the exception that there is one team of ,usually, one player that is given an extremely large amount of health comparable with those of the Uberbots of Mann Vs. Machine but, is stripped to their melee. The other team is composed of every other player on the server and they must all work cooperatively to take down the overpowered boss player with any weapon at their disposal.
 +
 
 +
Rage is given to the attacking boss as a way to counter the mercenaries' defense it's a momentary boost so the boss can go on the offensive and get rid off dangerous threats, such as Sentry Guns and Ubercharged enemies. The Rage is determined by the boss and server; some rages apply maximum Sandman stun effect to all enemies and disable Sentry Guns(but do not harm them), whereas others call in dead players the boss has kill as minions. Bosses come in many different looks such as, Saxton Hale, Mann Co. CEO, Painis Cupcake, anime and cartoon characters, and others depending on the server.
  
 
== Strategy ==
 
== Strategy ==

Revision as of 17:07, 9 October 2014

The RED spawn on Lumberyard, one of the first Arena maps to be introduced into the game.
I say this to you with the unvarnished factualism of plain talk: I love Arena Mode.
Abraham Lincoln, Second Inaugural Address, 1865

Arena is a game mode added during the Heavy Update in which RED and BLU are pitted against each other, in a battle to the death. Unlike the average game modes the objective of Arena is for both teams to kill all of the opposing team's players with the exception that respawning is delayed until the next round. If both teams survive a pre-determined time of fighting(changes per server), a control point will be available for capture, allowing either RED or BLU team to win by taking the point.

Gameplay

See also: Arena tips

Arena maps are designed to keep the class diversity of Team Fortress 2 while focusing on pure player vs. player combat between the two teams. Whereas other game modes lean towards a flexible, objective-based strategy for the team, Arena concentrates on the specific tactical choices the teams make to eliminate the opposing team while preserving their own.

Arena features smaller maps that play out more quickly; they are made so as to promote constant confrontation with enemies. The round ends once either team has no players remaining; or when the control point has been captured. Rounds tend to be fast-paced and highly competitive, with an emphasis on a team's class choice and plans to counter the opposing team's defense and repealing their offense. Arena mode is suitable for smaller three-versus-three matches, while still ably supporting huge twelve-on-twelve deathmatches. There are usually very few, if any, Health kits, and are often far from the main action, near stage hazards, or both. This forces teams to rely more on an Engineer's Dispensers and Medics' Mediguns.

Players may have to sit out to keep team numbers balanced if they were on the losing team, but players on the winning team never have to sit out the next round.

The First Blood critical hit buff is unique to the Arena game mode and is given to the player that kills off an opponent first so as to give them a momentary advantage against any approaching threats.

The Versus Mode also uses the basic Arena formula with the exception that there is one team of ,usually, one player that is given an extremely large amount of health comparable with those of the Uberbots of Mann Vs. Machine but, is stripped to their melee. The other team is composed of every other player on the server and they must all work cooperatively to take down the overpowered boss player with any weapon at their disposal.

Rage is given to the attacking boss as a way to counter the mercenaries' defense it's a momentary boost so the boss can go on the offensive and get rid off dangerous threats, such as Sentry Guns and Ubercharged enemies. The Rage is determined by the boss and server; some rages apply maximum Sandman stun effect to all enemies and disable Sentry Guns(but do not harm them), whereas others call in dead players the boss has kill as minions. Bosses come in many different looks such as, Saxton Hale, Mann Co. CEO, Painis Cupcake, anime and cartoon characters, and others depending on the server.

Strategy

Main article: Community Arena strategy

Maps

Main article: List of maps

Arena maps carry the arena_ prefix; community maps are identified with italic font.

Name Picture File name
Badlands
(Arena)
Arenabadlands.jpg arena_badlands
Granary
(Arena)
Arenagranary.jpg arena_granary
Lumberyard Arenalumberyard.jpg arena_lumberyard
Nucleus (Arena) 160px arena_nucleus
Offblast Offblast 01.jpg arena_offblast_final
Ravine Arenaravine.jpg arena_ravine
Sawmill
(Arena)
Sawmill.PNG arena_sawmill
Watchtower Watch 01.jpg arena_watchtower
Well
(Arena)
Tg arenawell.jpg arena_well

Related achievements

Leaderboard class scout.png Scout

First Blood
First Blood
Get the first kill in an Arena or Competitive match.
First Blood, Part 2
First Blood, Part 2
Kill 5 enemies with the First Blood crit buff in an Arena match.

Update history

August 19, 2008 Patch (Heavy Update)

  • Added Arena mode.
  • Added maps: Badlands (Arena), Granary (Arena), Well (Arena), Lumberyard, and Ravine.

February 24, 2009 Patch (Scout Update)

  • Added map: Watchtower.

May 21, 2009 Patch (Sniper vs. Spy Update)

  • Added maps: Sawmill (Arena) and Nucleus (Arena).

August 13, 2009 Patch (Classless Update)

  • Added map: Offblast.

June 28, 2011 Patch

  • Fixed a problem with Arena mode first blood Crit-Boost not removing itself at the correct time.

See also