Difference between revisions of "PASS Time/zh-hans"
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==== 禁止捡起 ==== | ==== 禁止捡起 ==== | ||
− | + | 以下情况将阻止手球的捡起: | |
− | * | + | * 正在携带[[Buildings/zh-hans|建筑]]的工程师 |
− | * | + | * 装备火箭伞兵的士兵 |
− | * | + | * 装备了粘弹跳跃者的爆破手 |
− | * [[ | + | * 正在使用[[Cloak/zh-hans|隐形]]的[[Spy/zh-ans|间谍]] |
− | * | + | * 正在[[Disguise Kit/zh-hans|伪装]]的间谍 |
− | * | + | * 正在转动[[Minigun/zh-hans|主武器]]的机枪手 |
− | * | + | * 使用了[[Bonk! Atomic Punch/zh-hans|原子能饮料]]的侦察兵 |
− | * | + | * 正在使用[[Taunts/zh-hans|嘲讽]]的玩家 |
− | + | ||
==== 运球 ==== | ==== 运球 ==== | ||
在上述禁止捡起手球的条件下,球员可以直接推动和运球。虽然这种效果一般都不怎么样,但爆破手的运球能力似乎是兵种之间最强的。喝下原子能饮料的侦察兵通常比手球跑得都快(不好操控)。 | 在上述禁止捡起手球的条件下,球员可以直接推动和运球。虽然这种效果一般都不怎么样,但爆破手的运球能力似乎是兵种之间最强的。喝下原子能饮料的侦察兵通常比手球跑得都快(不好操控)。 |
Revision as of 08:19, 30 November 2019
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“ | 手球时刻结合了军团要塞2通常的快节奏杀人与足球、曲棍球和篮球等快节奏运动。
— 宣传广告
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” |
手球时刻(PASS Time)是由Bad Robot,Escalation Studios,和Valve合作开发的游戏模式。手球时刻模式首次发布于2015年8月18日,随后成为Beta版本仓库的地图,后来变成Brickyard地图,最后手球时刻是在2016年7月7日在“棋逢对手更新”中作为正式模式更新。
目录
游戏设置
目前所有的手球时刻地图都是对称的。称为手球的中立状态的球在地图中心附近生成。玩家必须接球并投入敌方的一个球框中成功得分。默认情况下,得分限制为5分;首先达到此限制的团队获胜。否则,得分最多的球队在时间耗尽时获胜。
手球
在回合开始时,在成功进球后,或者在前一个手球在地上闲置一段时间后,一个新的手球被地图中心的手球分发器扔下,这时一声哨声响起。可以穿墙透视到手球。手球可能会被从地上捡起,按左键投掷手球,还可以通过近战击中拿着手球的人而偷取手球。
携带手球的玩家,被称为“手球携带者”,不能使用任何武器。手球可以通过主要攻击按键投掷或传给队友。但是,如果敌人用近战武器攻击玩家,它会被偷走。如果玩家持有手球的时间太长,也可以用这种方式从自己的队友手中偷走手球,这在PUB中很有用,可以用来对付那些拒绝丢掉手球的玩家。手球在被扔到地板上后会变为中性,并在一段时间后复位。
手球携带者有能力透过墙壁看到队友和敌人。当被偷(通过近战击中)或被敌方玩家截获时,杰克给新手球携带者一个短暂的速度提升,甚至更短暂的无敌。当无敌消失后,当附近没有队友时,手球携带者将获得死亡标记。当“有”队友在附近时,手球携带者不会获得死亡标记。手球携带者和所有附近的队友都能以目前队里速度最快的队友的速度移动。除此之外,手球携带者附近的所有队友都会获得被动的生命恢复。
投球
手球携带者只可以通过按下主要开火键来扔出手球。按住主要开火键,将会使手球携带者做出扔出手球的预备动作,但不会直接扔出。如果手球携带者按下副开火键而不是松开左键将会保持手球的携带状态;并且,手球携带者将做出一次"假传球"动作,在不扔出手球的情况下做出一次投球动作。
投出手球时当手球携带者准星在可见的队友附近,则该次投球就被判定为"传球(pass)"。当队友向另一名队友传球时,手球将会被吸引一样冲向目标队友,即是队友离开原来位置手球也会持续跟随队友。但是,传球依然有失败的风险;尽管手球会快速避开大部分障碍,手球依然有可能撞到障碍物,并转化为中立状态,并且敌人队友也可以挡在传球路径上来做到这一点。
当手球携带者扔出手球,准星附近没有任何可见的队友时,手球将会仅仅被扔出一小段距离,该距离由扔球者的职业决定。三种"进攻型"职业 — 侦察兵, 士兵, 火焰兵 — 都比其他职业有着更弱的扔球效果。其中,侦察兵的扔球效果是最弱的,而士兵只比其他职业稍弱了,火焰兵的扔球效果则在侦察兵和士兵的中间。而其他所有的职业抛出手球的距离和效果都大概一致。
进球得分
手球时刻地图上的双方都有着三个不同的目标: 触地得分(Run-In Goal), 进球得分(Throw-In Goal), 灌篮得分(Bonus Goal)。队伍的球门位于地图上该队的那一侧,并且貌似只能被敌队玩家进球才有可能得分;换句话来说,红队队员将球射进自家球门并不一定会得分。
触底得分区域(Run-In Goal)指地图两端最远处的开阔区域。与名字暗示的相同,玩家需要携带手球进入该区域来得分,此时尝试将手球扔进球门将会使手球弹开并且不得任何分数。相应,手球可能需要被传给已经站在球门附近的玩家来进球得分。
进球得分球门(Throw-In Goal)指的是触底得分区域和地图中心之间某处的墙上的团队色洞口。为进球得分需要将手球扔进该球门(洞)中。
灌篮得分球门(Bonus Goal),与进球得分球门类似,该球门也是一种必须将手球扔进内部才能得分的团队色球洞。实际上,该奖励球门在相当高的位置,并且通常情况下需要借助平台来够到。但是,与进球得分不同的是,该球门进球将直接获得三分,并且无法在手球之力未充满时进球。
为方便理解,可以将Run-In Goal理解为"触底得分",Throw-In Goal为"球门",而Bonus Goal为"球框"。
手球之力
通过给队友传球可以为屏幕下方HUD的手球之力能量条充能。手球之力充满后将会解锁奖励球门(灌篮得分球门),该球门进球可为队伍直接赢得三分。当手球被敌队夺取后,手球之力并不会重置,反而可以被敌队利用来将球灌进奖励球门中。除非手球被灌进奖励球门或是掉落时间过长后才会减少能量直到重置。另外手球能量在不传球一段时间后也会慢慢减少。
其他手球效果
一些武器或其他物品或玩家条件对手球有不同的影响。
手球操作
每个职业都有着通过副武器或是主武器来在玩家近战范围外移动手球的能力。有部分武器只能简单地将手球推离玩家自身,而其他的一些武器可让玩家自由移动手球。这种操控手球的方式可以提供的优势包括了:在近战范围外捡起手球,从敌人的火力区域取回手球,将手球移动到队友附近以便捡起或是阻止敌人捡起手球,或是在无需重置手球计时器的情况下将手球移动到更易防御的位置。
- 子弹可在武器射击范围内通过玩家射击来将手球远离射击者。短路发生器也会在效果范围内起效。其他少数的投射物(例如,侦察兵的投掷物)也会在击中手球时产生类似的效果,但有些则无效。
- 爆炸物可使手球远离爆炸物,火箭,手榴弹,粘弹,或短路发生器右键飞行物的位置。玩家可以通过控制爆炸来操控手球。
- 只有这些爆炸飞行物会在世界范围(地图)内直接撞到手球时爆炸(例如,短路发生器)。
- 压缩气爆吹开手球;但是,手球跟随的是瞄准的位置,与爆炸物相反。
- 如果投掷武器直接击中手球也可以让手球滚远。
以下武器列表在击中手球时不会造成任何效果:
- 十字军之弩的子弹在击中手球时将会消失。
- 起爆者
- 信号弹
- 强化复合弓和猎人短弓在击中手球时会断裂。
- 正义野牛
- 火箭伞兵
- 粘弹跳跃者 (即便粘弹的直接击中可以推动手球)
- 任何一款火焰兵的主武器除压缩气爆外都不会对手球造成效果。
禁止捡起
以下情况将阻止手球的捡起:
运球
在上述禁止捡起手球的条件下,球员可以直接推动和运球。虽然这种效果一般都不怎么样,但爆破手的运球能力似乎是兵种之间最强的。喝下原子能饮料的侦察兵通常比手球跑得都快(不好操控)。
嘲讽
- 嘲讽状态下的玩家无法捡起手球。.
- 携带手球下禁止与某些武器相关(例如, 神风特工队 和 世界末日)的嘲讽,其他嘲讽则被允许。
- 手球携带者嘲讽时,手球会直接掉落。
- 玩家可以在使用康茄舞的情况下踢动手球。
战术
地图
手球时刻
手球时刻有三个兼容的前缀,其中包含 pass_ 前缀;社区映射用斜体字体标识。
Name | Picture | File name |
---|---|---|
Brickyard | pass_brickyard
| |
District | pass_district
| |
Timbertown | pass_timbertown
|
相关成就
手球时刻有2个相关成就。
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更新历史
- 于TF2 Beta版中添加'手球时刻(PASS Time)'。
2015年8月18日更新#2
- Fixed a client crash related to the HUD.
- Fixed the Short Circuit being used to remove the JACK from the game.
- Fixed players being able to pick-up the Jack while they have weapons deployed that cannot be holstered.
2015年8月18日更新#3
- Fixed a PASS Time sound bug related to carrying the JACK.
- Fixed disguised Spies not having a shield drawn for them in the HUD
- Fixed players being able to carry the JACK while taunting (fixes an exploit with The Eureka Effect)
- Fixed being able to 'inspect' the JACK while players are carrying it.
- Fixed capturing the JACK not incrementing Scout contract points
- Fixed scoring in your own goal if you change teams while the JACK is in flight.
- Fixed disguised and cloaked enemy Spies having a shield drawn for them in the HUD.
- Fixed players sometimes not being able to throw the jack.
- Fixed another case where players could teleport the jack with The Eureka Effect.
- Fixed The Dead Ringer making it impossible to throw the JACK or deactivate the Dead Ringer.
- All global special abilities that are activated with alt-fire are now available while carrying the jack, unless you're actively aiming the JACK.
- Unlocked console variables for community servers to experiment with without requiring sv_cheats.
- Fixed Scouts being able to pick up the JACK while drinking.
- Fixed disguised Spies being able to carry the JACK in some situations.
- Made weapon switch faster after throwing the JACK.
- Fixed not getting a speed boost if you score and then get the JACK after it respawns.
- Fixed a crash if mp_tournament was enabled and someone scored during pre-game.
- Improved the way blocking works.
- Fixed being able to cancel enemy taunts by hitting them with the ball.
- Fixed seeing a phantom JACK in your hand if you threw the JACK and couldn't switch back to your previous weapon (jars, cleavers, etc.)
- If the JACK is neutral for too long, it will automatically respawn.
- If a player holds the JACK for too long, teammates can steal the JACK from that player.
- Catching and intercepting a tossed JACK is slightly easier.
- Demoman can no longer charge or detonate while holding the JACK.
- Enabled melee-only for sudden death mode.
- Rounds will continue after the timer expires until the JACK becomes neutral or someone scores.
- The JACK will heal its carrier to full health.
- Added
tf_passtime_unstable
for testing unstable features. - Unstable features.
- Attack, defense, and support classes have different throwing arcs (
tf_passtime_throwspeed
,tf_passtime_throwarc
). - The JACK inherits some of the thrower's velocity (
tf_passtime_throwspeed_velocity
).
- Attack, defense, and support classes have different throwing arcs (
- Added an alternate version of
pass_warehouse
:pass_warehouse_goal2
.- Instead of scoring by throwing the JACK into the goal, players need to carry the JACK into the goal.
- Trying out some new sounds.
- Catching and intercepting a tossed JACK is slightly easier.
- Added convar
tf_passtime_ball_model
. - Fixed an issue that prevented disguised Spies from receiving a pass from enemies.
- Fixed a bug that allowed overloadable weapons to continue reloading while carrying the JACK.
- Fixed an issue that awarded a point to the wrong team during team switch.
- Fixed an issue that prevented automatic JACK respawn from working in some cases.
- Fixed a wrong texture on goal visualizers.
- Fixed pass lock sound not playing for the targeted player.
- The announcer now says "overtime" at the appropriate time.
- Updated
pass_warehouse
andpass_warehouse_goal2
.- Removed jump pads from the second floor of the warehouse.
- Added more spectator cameras.
- Added lateral jump pads to the middle arena.
2015年10月28日补丁 (Scream Fortress 2015)
- Fixed viewmodel/worldmodel when
tf_passtime_ball_model
is set - Added convar:
tf_passtime_ball_sphere_collision
- Added entity:
tf_logic_on_holiday
- Updated PASS Time to fix not seeing the Halloween version of the JACK while it's being carried by a player.
- Each class now has slightly different throwing power and arc.
- During Overtime, the round doesn't end until the JACK has been neutral for a few seconds (
tf_passtime_overtime_idle_sec
) . - All available enemy goals will show a reticle on the HUD while carrying the JACK.
- Added max pass range parameter to
passtime_logic
. - The JACK won't automatically respawn unless it's been picked up at least once.
- New map:
pass_pinewood
.
- Fixed a dedicated server crash related to dropped weapons and the JACK in PASS Time mode.
- Experimenting with new HUD elements and art.
- Experimenting with new viewmodel animations.
- New testing feature '
tf_passtime_team_bonuses
' that shares pass, steal, and intercept bonuses with the whole team.
- Fixed workshop maps not loading correctly.
- Fixed being able to get inside jump pads.
- Removed Sandman long-distance steal.
- Added experimental cvars for playtesting.
2016年6月22日补丁 #2
- Fixed PASS Time game mode showing up in the wrong quickplay UI categories.
2016年7月7日补丁 #1 (Meet Your Match Update)
- PASS Time update.
- No longer in Beta!
- New Items Available.
- An Early Participation Pin will be awarded to everyone who played PASS Time during beta
- Two new achievements with item rewards.
- Tune Merasmus's Multi-Dimensional Television.
- Jackpot!
- Map Changes
- All maps are tweaked, polished, and out of beta
- Renamed
pass_pinewood
topass_timberlodge
- Renamed
pass_warehouse
topass_brickyard
- Added a new city-themed map,
pass_district
- An updated
pass_template
for level designers will be released on http://www.escalation.com/news
- Game Mode Changes
- Changed the score limit from 3 to 5
- Tweaked various JACK throwing parameters
- Pack Running
- The JACK no longer heals the player carrying it
- A player carrying the JACK with no nearby teammates is marked for death
- Teammates near a player holding the JACK will be slowly healed, and can run as fast as the fastest nearby teammate
- JACK Power
- Passing the JACK increases a power meter
- The power meter will decay over time
- Filling the power meter unlocks a special goal worth extra points
- Art Changes
- New view model animations
- The HUD provides more information about goal type and status
- Player pips for Spies will reflect cloak and disguise status
- Misc Details
- Added cvar
tf_passtime_scores_per_round
- Added
tf_glow
entity that can be used to enable the glow effect on any entity - Updated
trigger_passtime_ball
FGD entry to hide unimplemented features, temporarily - Spawnflag added to
func_passtime_goal
to indicate to the HUD that a goal is unlocked by JACK power.
- Added cvar
- Fixed the Jackpot! PASS Time achievement not tracking wins.
2016年7月14日补丁 #1
- Updated several HUD materials to support mat_picmip
- Fixed seeing the wrong cap limit in the win panel
- Fixed achievement items (e.g. Civilian Grade JACK Hat) not cloaking with the Spy.
- Tweaks and fixes for all maps.
- Fix pack speed not being updated sometimes.
- Aiming players will no longer receive pack speed bonus.
- Some adjustments to reduce average round length.
- Overtime will end immediately if the winning team touches the ball.
- Overtime won't happen if it's impossible for the losing team to win.
- Updated PASS Time view model positions to support using FOV 70
- Fixed players being able to pick-up the PASS Time JACK while they are stunned.
- Fixed PASS Time exploit related to bonus points.
漏洞
- 装有弹药的乞丐火箭筒可以在手持手球时发射。
细枝末节
- 当玩家拿到手球时,有一个非常小的几率会触发检视动画。每个兵种都有自己的独特动画。
画廊
外部链接
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