Difference between revisions of "Match outcomes"
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+ | {{Needvideo|Video demonstrating humiliation poses (current one does not show front, crouching, running, etc. at all angles)}} | ||
{{hatnote|See [[Control point timing]] for a detailed list of exact capture timings for [[List of game modes#Control Point|Control Point maps]].}} | {{hatnote|See [[Control point timing]] for a detailed list of exact capture timings for [[List of game modes#Control Point|Control Point maps]].}} | ||
+ | |||
+ | {{Quotation|'''Merasmus the Magician'''|You win. No, wait, it's a tie! Argh...|sound=sf12 defeated02.wav}} | ||
There are a number of different possible '''match outcomes''' in ''Team Fortress 2'', and the conditions will vary depending on the game mode being played. | There are a number of different possible '''match outcomes''' in ''Team Fortress 2'', and the conditions will vary depending on the game mode being played. | ||
== Victory/Defeat == | == Victory/Defeat == | ||
− | The two most common match outcomes are '''victory''' and '''defeat''', | + | The two most common match outcomes are '''victory''' and '''defeat''', which occur when the team succeeds or fails respectively in their objective: |
{| class="wikitable grid" | {| class="wikitable grid" | ||
Line 13: | Line 16: | ||
|One team wins upon capturing the intelligence the required number of times. The team that fails to do so first loses. | |One team wins upon capturing the intelligence the required number of times. The team that fails to do so first loses. | ||
|- | |- | ||
− | |[[Control Point]] (Traditional) | + | |[[Control Point (game mode)|Control Point]] (Traditional) |
|One team wins upon capturing every control point on the map. If they succeed in doing this, the other team loses. | |One team wins upon capturing every control point on the map. If they succeed in doing this, the other team loses. | ||
|- | |- | ||
− | |[[Control Point]] (Attack/Defend) | + | |[[Control Point (game mode)|Control Point]] (Attack/Defend) |
|The attacking team wins upon capturing every control point on the map. The defending team wins by preventing the attacking team from capturing every control point until the timer runs down. | |The attacking team wins upon capturing every control point on the map. The defending team wins by preventing the attacking team from capturing every control point until the timer runs down. | ||
|- | |- | ||
Line 28: | Line 31: | ||
|One team wins upon pushing the cart to the opposing terminus. The team that fails to do so first loses. | |One team wins upon pushing the cart to the opposing terminus. The team that fails to do so first loses. | ||
|- | |- | ||
− | |[[Arena]] | + | |[[Arena]] and [[Versus Saxton Hale]] |
|One team wins upon killing all members of the opposing team or by capturing the center control point once the timer runs down. The team that is wiped out or concedes the central point loses. | |One team wins upon killing all members of the opposing team or by capturing the center control point once the timer runs down. The team that is wiped out or concedes the central point loses. | ||
|- | |- | ||
|[[King of the Hill]] | |[[King of the Hill]] | ||
− | |One team wins upon capturing the central control point and keeping it for a total of 3 minutes. | + | |One team wins upon capturing the central control point and keeping it for a total of 3 minutes, or possibly longer depending on the map. |
+ | |- | ||
+ | |[[Special Delivery (game mode)|Special Delivery]] | ||
+ | |One team wins upon placing the captured [[Australium]]/tickets inside the rocket/Strongmann machine while on the loading platform (the exact objective depends on the map). | ||
+ | |- | ||
+ | |[[Robot Destruction]] | ||
+ | |One team wins upon getting enough Power Cores from killing robots to fill their Reactor Core. | ||
+ | |- | ||
+ | |[[PASS Time]] | ||
+ | |One team wins upon scoring the required number of goals. If time runs out, the team with the most goals wins. | ||
+ | |- | ||
+ | |[[Player Destruction]] | ||
+ | |One team wins upon scoring enough points by depositing different objectives depending on the map being played, such as beer, gibs or souls. | ||
+ | |- | ||
+ | |[[Zombie Infection]] | ||
+ | |The attacking team wins upon killing all members of the defending team. The defending team wins by surviving until the timer runs down. | ||
|} | |} | ||
+ | |||
+ | === Mini-game === | ||
+ | |||
+ | A handful of maps, usually maps tied into a [[Scream Fortress]] event (such as [[Carnival of Carnage]], [[Gravestone]], and [[Bonesaw (map)|Bonesaw]]), do not immediately end the round when one team accomplishes its objective on the main map, and the round instead transitions into a mini-game, with the team that accomplished its objective being given some sort of advantage (such as a head-start if the mini-game is a race). The team that accomplishes the objective of the mini-game first is considered to win the overall round. | ||
== Humiliation == | == Humiliation == | ||
{{youtube tn|F9HcJWnZXMw}} | {{youtube tn|F9HcJWnZXMw}} | ||
− | {{Quotation|'''The Medic''' | + | {{Quotation|'''The Medic'''|Can you feel ze Schadenfreude?|sound=Medic_specialcompleted11.wav}} |
− | '''Humiliation''' occurs following a victory. During Humiliation, all | + | '''Humiliation''' occurs following a victory. During Humiliation, all players on the victorious side receive a 10% speed boost and a [[Critical hits#Crit boost|Crit boost]] on all weapons. Players on either side are also able to enter enemy [[Respawn|respawn areas]] to kill anyone inside, but only the victorious team is able to use enemy resupply lockers. By default, Humiliation lasts for 15 seconds; however, this can be altered by server operators with the command <code>mp_bonusroundtime</code>. |
− | During humiliation, the losing | + | During humiliation, the losing players are unable to attack, cannot use their own resupply lockers, and move 10% slower. Losing players also take on a third-person perspective, which allows them to see their characters fleeing, cowering, or being thoroughly disappointed. During Humiliation, the losing team's [[Sentry Gun]]s are deactivated, [[Spy|Spies]] drop their Cloak (but retain their [[disguise]]s if worn already or by using the last disguise command), and players cannot [[Suicide|commit suicide]] by using console commands ({{code|kill}} or {{code|explode}}). However, players still can die by [[Environmental death|environment hazards]]. |
− | All players in Humiliation, both losers and winners, retain the ability to [[taunt]] and use [[ | + | All players on the victorious side have the ability to respawn during humiliation by changing classes; players on the losing side are unable to do so. |
+ | |||
+ | All players in Humiliation, both losers and winners, retain the ability to [[Taunts|taunt]] and use [[Taunts#Kill taunts|Attack taunts]], although [[Taunts#Related achievements|taunt achievements]] are not unlocked. | ||
=== Animations === | === Animations === | ||
Line 56: | Line 80: | ||
| Hunched over, sucking his thumb | | Hunched over, sucking his thumb | ||
| Exaggerated running, leaning backward | | Exaggerated running, leaning backward | ||
− | | | + | | [[w:Fetal position|Fetal position]] |
|- | |- | ||
! [[Soldier]] | ! [[Soldier]] | ||
Line 94: | Line 118: | ||
|- | |- | ||
! [[Spy]] | ! [[Spy]] | ||
− | | | + | | [[w:Facepalm|Facepalming]] |
| Hands covering face | | Hands covering face | ||
− | | On one knee, hand on face | + | | On one knee, one hand on face |
− | |||
|} | |} | ||
− | Humiliation poses have a few other uses, including the animation when a player is [[stun]]ned and its use by the [[Pyro]] for the [[Thunder Mountain# | + | Humiliation poses have a few other uses, including the animation when a player is [[stun]]ned and its use by the [[Pyro]] for the [[Thunder Mountain#Trivia|Easter egg]] in the BLU spawn area on [[Thunder Mountain]]. |
=== Gallery === | === Gallery === | ||
+ | ; Standing Humiliation poses | ||
<gallery perrow=3> | <gallery perrow=3> | ||
− | + | File:Scouthumiliation.png|[[Scout]] | |
− | + | File:Soldierhumiliation.png|[[Soldier]] | |
− | + | File:Pyrohumiliation.png|[[Pyro]] | |
− | + | File:DemomanHumiliation.png|[[Demoman]] | |
− | + | File:Heavyhumiliation.png|[[Heavy]] | |
− | + | File:Engineerhumiliation.png|[[Engineer]] | |
− | + | File:MedicHumiliation.png|[[Medic]] | |
− | + | File:SniperHumiliation.png|[[Sniper]] | |
− | + | File:Spyhumiliation.png|[[Spy]] | |
+ | </gallery> | ||
+ | |||
+ | ; Crouching Humiliation poses | ||
+ | <gallery perrow=3> | ||
+ | File:ScoutCrouchingHumiliation.png|[[Scout]] | ||
+ | File:SoldierCrouchingHumiliation.png|[[Soldier]] | ||
+ | File:PyroCrouchingHumiliation.png|[[Pyro]] | ||
+ | File:DemomanCrouchingHumiliation.png|[[Demoman]] | ||
+ | File:HeavyCrouchingHumiliation.png|[[Heavy]] | ||
+ | File:EngineerCrouchingHumiliation.png|[[Engineer]] | ||
+ | File:MedicCrouchingHumiliation.png|[[Medic]] | ||
+ | File:SniperCrouchingHumiliation.png|[[Sniper]] | ||
+ | File:SpyCrouchingHumiliation.png|[[Spy]] | ||
</gallery> | </gallery> | ||
Line 121: | Line 158: | ||
== Stalemate == | == Stalemate == | ||
− | {{Quotation|'''The Heavy''' | + | {{Quotation|'''The Heavy'''|We ''lose'', but they do not ''win''?|sound=Heavy_autodejectedtie01.wav}} |
− | When a round goes into Sudden Death, and neither team manages to kill the other or complete the objectives within the final time limit, the game is a '''Stalemate''' and neither team receives a point. This also produces an effect similar to | + | When a round goes into Sudden Death, and neither team manages to kill the other or complete the objectives within the final time limit, the game is a '''Stalemate''' and neither team receives a point. This also produces an effect similar to Humiliation, except that both teams lose their weapons and can only run around and taunt until the round ends a few seconds later. It is possible to kill opposing members with kill taunts, but they do not count toward achievements. Switching weapons in stalemate is not allowed; however, quick switching is still allowed. Therefore, players are only able to taunt with the weapon they had out when Stalemate began, or the weapon that they are able to quick switch to. |
− | + | Stalemates also occur in [[Versus Saxton Hale]] rounds, when both Saxton and the opposing team die at the same time. | |
+ | Although they can be perceived as "neutral" outcomes, Valve had intended Stalemates to be a case as if both teams had directly lost. This is why all losing player characters enter a Humiliation pose and elicit a negative voice response upon a Stalemate announcement despite the hostile enemy team doing the same. | ||
+ | |||
+ | == Gallery == | ||
<gallery> | <gallery> | ||
− | File:stalemate.png|Stalemate screenshot | + | File:stalemate.png|Stalemate screenshot ''(Note: 2011 gameplay)''. |
</gallery> | </gallery> | ||
Line 135: | Line 175: | ||
{{Show achievement|Soldier|Geneva Contravention|width=50%}} | {{Show achievement|Soldier|Geneva Contravention|width=50%}} | ||
− | == | + | == Update history == |
− | * | + | '''{{Patch name|8|13|2009}}''' ([[Classless Update]]) |
− | * If the Medic has any secondary weapon out, his right arm | + | * Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them |
− | ** | + | |
+ | == Bugs == | ||
+ | * If the [[Medic]] has any [[Weapons#medicsecondary|secondary weapon]] out, his right arm appears twisted and bent, occasionally clipping into his head while moving. | ||
+ | * A surrendering [[Soldier]] with a [[Beggar's Bazooka]] loaded right before the round ended could potentially kill winning team members due to how it misfires when 3 or more rockets are loaded into it. | ||
+ | ** Additionally, the same thing happens when a Demoman starts [[charging]] right before the round ends, potentially killing someone, as the charge does not stop and still delivers damage. | ||
+ | * If a Soldier was reloading his Rocket Launcher right before Humiliation, his animation still shows him reloading, even though he is not reloading anything. | ||
==Trivia== | ==Trivia== | ||
− | * | + | * The military term for what usually happens in Humiliation is known as a [[w:No quarter|no quarter]], where a surrendering team is eliminated. This practice is forbidden under the [[w:Hague Conventions of 1899 and 1907#Hague Convention of 1907|1907 Hague Conventions]]. |
+ | ** Killing the losing team during Humiliation could also be seen as the war crime [[w:Perfidy|perfidy]], if such actions are performed in real life. | ||
− | + | {{Classless Update Nav}} |
Latest revision as of 17:44, 23 October 2024
“You prancin' show ponies!” This page would benefit from the addition of one or more videos. Please add a suitable video, then remove this notice. You may check this page for further information. The specific instructions are: "Video demonstrating humiliation poses (current one does not show front, crouching, running, etc. at all angles)" |
“ | You win. No, wait, it's a tie! Argh...
Click to listen
— Merasmus the Magician
|
” |
There are a number of different possible match outcomes in Team Fortress 2, and the conditions will vary depending on the game mode being played.
Contents
Victory/Defeat
The two most common match outcomes are victory and defeat, which occur when the team succeeds or fails respectively in their objective:
Game mode | Win/Loss conditions |
---|---|
Capture the Flag | One team wins upon capturing the intelligence the required number of times. The team that fails to do so first loses. |
Control Point (Traditional) | One team wins upon capturing every control point on the map. If they succeed in doing this, the other team loses. |
Control Point (Attack/Defend) | The attacking team wins upon capturing every control point on the map. The defending team wins by preventing the attacking team from capturing every control point until the timer runs down. |
Territorial Control | One team wins upon capturing every control point on the map. If they succeed in doing this, the other team loses. The team that ultimately captures all territories is the overall victor. |
Payload | The attacking team wins upon pushing the cart to the final terminus of the map. The defending team wins by preventing the attacking team from moving the cart to the final terminus until the timer runs down. |
Payload Race | One team wins upon pushing the cart to the opposing terminus. The team that fails to do so first loses. |
Arena and Versus Saxton Hale | One team wins upon killing all members of the opposing team or by capturing the center control point once the timer runs down. The team that is wiped out or concedes the central point loses. |
King of the Hill | One team wins upon capturing the central control point and keeping it for a total of 3 minutes, or possibly longer depending on the map. |
Special Delivery | One team wins upon placing the captured Australium/tickets inside the rocket/Strongmann machine while on the loading platform (the exact objective depends on the map). |
Robot Destruction | One team wins upon getting enough Power Cores from killing robots to fill their Reactor Core. |
PASS Time | One team wins upon scoring the required number of goals. If time runs out, the team with the most goals wins. |
Player Destruction | One team wins upon scoring enough points by depositing different objectives depending on the map being played, such as beer, gibs or souls. |
Zombie Infection | The attacking team wins upon killing all members of the defending team. The defending team wins by surviving until the timer runs down. |
Mini-game
A handful of maps, usually maps tied into a Scream Fortress event (such as Carnival of Carnage, Gravestone, and Bonesaw), do not immediately end the round when one team accomplishes its objective on the main map, and the round instead transitions into a mini-game, with the team that accomplished its objective being given some sort of advantage (such as a head-start if the mini-game is a race). The team that accomplishes the objective of the mini-game first is considered to win the overall round.
Humiliation
“ | Can you feel ze Schadenfreude?
Click to listen
— The Medic
|
” |
Humiliation occurs following a victory. During Humiliation, all players on the victorious side receive a 10% speed boost and a Crit boost on all weapons. Players on either side are also able to enter enemy respawn areas to kill anyone inside, but only the victorious team is able to use enemy resupply lockers. By default, Humiliation lasts for 15 seconds; however, this can be altered by server operators with the command mp_bonusroundtime
.
During humiliation, the losing players are unable to attack, cannot use their own resupply lockers, and move 10% slower. Losing players also take on a third-person perspective, which allows them to see their characters fleeing, cowering, or being thoroughly disappointed. During Humiliation, the losing team's Sentry Guns are deactivated, Spies drop their Cloak (but retain their disguises if worn already or by using the last disguise command), and players cannot commit suicide by using console commands (kill
or explode
). However, players still can die by environment hazards.
All players on the victorious side have the ability to respawn during humiliation by changing classes; players on the losing side are unable to do so.
All players in Humiliation, both losers and winners, retain the ability to taunt and use Attack taunts, although taunt achievements are not unlocked.
Animations
Class | Standing | Running | Crouching |
---|---|---|---|
Scout | Hunched over, sucking his thumb | Exaggerated running, leaning backward | Fetal position |
Soldier | Cowering, arms raised defensively | Arms raised in surrender | Defensive crouch, covering head |
Pyro | Tapping foot, disappointed | Jogging mockingly, leaning backward | Genuflecting on one knee |
Demoman | Legs together, hands protecting crotch | Exaggerated jogging, leaning backward | Curled up in a defensive crouch |
Heavy | Cowering, hunched over | Hands raised, as if begging for mercy | Curled up in a ball, as if hiding |
Engineer | Cowering, hands raised in surrender | Hands raised in surrender | On one knee, hands raised in surrender |
Medic | Cowering, arms raised in surrender | Arms raised in surrender | Crouched, arms raised in surrender |
Sniper | Arms raised in surrender | One hand on head protectively | Crouched, arms raised in surrender |
Spy | Facepalming | Hands covering face | On one knee, one hand on face |
Humiliation poses have a few other uses, including the animation when a player is stunned and its use by the Pyro for the Easter egg in the BLU spawn area on Thunder Mountain.
Gallery
- Standing Humiliation poses
- Crouching Humiliation poses
Sudden Death
Sudden Death mode is activated if neither team scores enough points to win the map and the timer runs out. Sudden Death is a server-side CVAR (control variable) and by default is disabled on the PC version.
Stalemate
“ | We lose, but they do not win?
Click to listen
— The Heavy
|
” |
When a round goes into Sudden Death, and neither team manages to kill the other or complete the objectives within the final time limit, the game is a Stalemate and neither team receives a point. This also produces an effect similar to Humiliation, except that both teams lose their weapons and can only run around and taunt until the round ends a few seconds later. It is possible to kill opposing members with kill taunts, but they do not count toward achievements. Switching weapons in stalemate is not allowed; however, quick switching is still allowed. Therefore, players are only able to taunt with the weapon they had out when Stalemate began, or the weapon that they are able to quick switch to.
Stalemates also occur in Versus Saxton Hale rounds, when both Saxton and the opposing team die at the same time.
Although they can be perceived as "neutral" outcomes, Valve had intended Stalemates to be a case as if both teams had directly lost. This is why all losing player characters enter a Humiliation pose and elicit a negative voice response upon a Stalemate announcement despite the hostile enemy team doing the same.
Gallery
Related achievements
Soldier
Geneva Contravention Kill 3 defenseless players after a single match has ended. |
Update history
August 13, 2009 Patch (Classless Update)
- Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them
Bugs
- If the Medic has any secondary weapon out, his right arm appears twisted and bent, occasionally clipping into his head while moving.
- A surrendering Soldier with a Beggar's Bazooka loaded right before the round ended could potentially kill winning team members due to how it misfires when 3 or more rockets are loaded into it.
- Additionally, the same thing happens when a Demoman starts charging right before the round ends, potentially killing someone, as the charge does not stop and still delivers damage.
- If a Soldier was reloading his Rocket Launcher right before Humiliation, his animation still shows him reloading, even though he is not reloading anything.
Trivia
- The military term for what usually happens in Humiliation is known as a no quarter, where a surrendering team is eliminated. This practice is forbidden under the 1907 Hague Conventions.
- Killing the losing team during Humiliation could also be seen as the war crime perfidy, if such actions are performed in real life.