Difference between revisions of "Medieval Mode"
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===Engineer=== | ===Engineer=== | ||
− | *Without the ability to construct | + | *Without the ability to construct the [[Jag]] is not recommended. |
*With the [[Southern Hospitality]] the Engineer can Spycheck in the absence of Pyros. | *With the [[Southern Hospitality]] the Engineer can Spycheck in the absence of Pyros. | ||
*The [[Gunslinger]] gives the Engineer a much needed extra 25 health, a guarantied Crit after completing three punches and a Taunt Kill. | *The [[Gunslinger]] gives the Engineer a much needed extra 25 health, a guarantied Crit after completing three punches and a Taunt Kill. |
Revision as of 01:41, 19 December 2010
“Let's go, let's go, let's go!” This article documents a recent addition. It may contain speculation, broken links or errors. You can help improve it by editing this page to include new information. |
“ | Welcome...to the Dominatening!
Click to listen
— The Demoman
|
” |
Medieval Mode is a mode added to TF2 during the Australian Christmas event with the December 17, 2010 update.
Contents
Gameplay Mechanics
- Players drop small medkits instead of weapons upon death.
- Using the Übersaw does not build the Medic's ÜberCharge meter.
- Generally, only non-ranged weapons and items or bows may be used.
- Snipers may set their arrows on fire and have them deal additional fire damage by touching the braziers positioned near the bases.
- Third person mode can be enabled without sv_cheats. type in console: tf_medieval_thirdperson 1 to enable it.
Allowed Weapons
- All Melee weapons.
- Scout: Bonk! Atomic Punch, Crit-a-Cola, and Mad Milk
- Soldier: Buff Banner and Battalion's Backup
- Demoman: Chargin' Targe,
- Heavy: Sandvich, Dalokohs Bar, and Buffalo Steak Sandvich
- Medic: Crusader's Crossbow
- Sniper: Huntsman, Razorback, and Darwin's Danger Shield
- Spy: Disguise Kit, Invisibility Watch, Cloak and Dagger, Dead Ringer, and Enthusiast's Timepiece
- Any taunt kills associated with permitted weapons.
Maps
The Medieval Mode is currently only available by default on the map cp_degrootkeep. It can be enabled on any other map with the server variable tf_medieval set to 1.
Map | File Name | |
---|---|---|
100px | Degroot Keep | cp_degrootkeep |
Strategy
General
- By default melee weapons have a 12% chance of Critical hits rather than the 2.5% chance of ranged weapons. Be aware of this when using weapons that cannot Crit.
Scout
- Throw Mad Milk when you see a large gathering of players fighting melee.
- Because you can only use melee attacks, using Crit-a-Cola is very risky.
- The Sandman's ball gives the Scout a ranged attack, albeit a very weak one.
- Without the presence of Sentry Guns, Bonk! Atomic Punch is limited to distractions and escapes.
- Without explosives, you can use the Candy Cane without risk of explosive damage but beware Ullapool Caber Demomen.
- The Special Delivery set grants an additional 25 Health. This gives you 150 Health as opposed to 125 without the set or 110 with the Sandman equipped. Even if you can't select the Shortstop, 150 health is very useful (However you are restricted to Mad Milk and Holy Mackerel). The Milkman is also needed to grant the health bonus.
Soldier
- The Buff Banner and Battalion's Backup can be useful in the absence of Übercharges.
- The Shovel and the Pain Train are poor melee choices due to the Soldier's slow speed. The Equalizer should be taken instead.
- Due to melee attacks registering as bullet damage the Pain Train is currently not a good choice.
Pyro
- Due to the lack of buildings and fire, the Homewrecker and Axtinguisher are poor choices for Medieval Mode.
- The Powerjack and the Back Scratcher's higher damage can really come in handy. When using the Power Jack, if you also have the Attendant and Degreaser equipped, your speed becomes faster than a Medic. Since melee weapons register as "bullet" damages, you will be more vulnerable to attacks.
- The Back Scratcher is ideal for Medieval Mode, as there are no Mediguns and everyone drops medkits upon death.
Demoman
- The Demoman has the most melee weapons of any class, try out different combinations in Medieval Mode.
- Due to the Stickybomb Launcher being unavailable, use of the Chargin' Targe is highly recommended.
- The Eyelander's ability of collecting heads, as well as its larger range, can prove to be greatly useful.
- The Scotsman's Skullcutter in combination of the Chargin' Targe can work very well due to its higher damage and chance of random Crits.
- The Ullapool Caber is the only weapon capable of causing explosive damage (barring the Soldier's Kamikaze taunt).
Heavy
- The Buffalo Steak Sandvich can be used to grant Mini-Crits for your melee weapon. Use this to your advantage in Medieval Mode.
- The Killing Gloves of Boxing can guarantee Crits for 5 seconds after a kill with them.
- Use of the Gloves of Running Urgently is not a good idea, as Medics can't heal you with their Mediguns, as well as the lower damage.
- Use of the Fists of Steel is not recommended for Medieval Mode due to their effect of boosting the Heavy's vulnerability to melee weapons, which are widely used in this mode.
Engineer
- Without the ability to construct the Jag is not recommended.
- With the Southern Hospitality the Engineer can Spycheck in the absence of Pyros.
- The Gunslinger gives the Engineer a much needed extra 25 health, a guarantied Crit after completing three punches and a Taunt Kill.
Medic
- The Medic works best when equipped with Medieval Set weapons as the Mediguns are disabled.
- Make sure to memorize the ammo placements as the Medic is the only class besides the Sniper which has a reliable ranged weapon.
- Due to the inability to Übercharge or Kritz-Charge, use of the Vita-Saw or Übersaw is not recommended.
- You can still use the Spinal Tap taunt kill while equipped with the Übersaw, however.
Sniper
- When on the BLU team on Degroot Keep, once the gate opens, position yourself in front of the gate, spam arrows toward the capture point and duck to the side out of the gate's line of fire after each shot then reload. People will be clustering in the capture point and it will be easy to hit opponents without much aiming.
- When on the RED team, once the gate opens, put yourself in a position where you can shoot outwards through the main gate into the battlefield. As most enemies will be rushing in a straight line through the corridor toward you with melee weapons, it will be very easy to hit them as well.
- Remember that arrows can pass through the holes in the gates and the tower window slits.
- Because Spies no longer have their revolvers the Razorback is more useful for shielding.
- The Bushwacka is inadvisable unless teamed up with a Buff Banner Soldier.
Spy
- Stay out of direct melee fights. Instead, backstab enemies when they are distracted in battle.
- Without the presence of the Flamethrower, Spies are harder to find. Classes with bleeding effect weapons can be substitute spycheckers.
- The best time to stab is when the gate is open and the defending team is focusing their attention on the gate leaving them prone.
Ye Olde English Chat Parser
When playing on Medieval maps, a Template:W modifies all text chat between players to look like Ye Olde English by randomly applying the following rules:
Modification
- "a-" is prepended to verbs
- "eth" is appended to verbs
- words beginning with the letter h have it replaced by an apostrophe
- words ending in the letter n have it replaced by an apostrophe
- words ending in ng have it replaced with n'
Replacement
- "are" becomes "be"
- "is" becomes "be"
- "my" becomes "mine"
- "over there" becomes "yonder"
- "thank you" becomes "grammercy"
- "the" becomes "ye"
- "you" and "u" becomes "thou"
- "buy" becomes "obtain"
Class-related:
- "demoman" becomes "blademaster", "knight", "paladin" or "swordsman"
- "engineer" becomes "blacksmith", "craftsman", "ironsmith", "smithy" or "machinist"
- "heavy" becomes "bouncer", "boxer", "brawler" or "bruiser"
- "medic" becomes "leech", "medicine man", "bonesetter", "healer", "nursemaid", "cleric" or "witchdoctor"
- "pyro" becomes "firebrand", "fire mage", "fire magus", "flamewielder" or "pyromaniac"
- "scout" becomes "advance guard", "explorer", "runner", "scouteth", or "spotter"
- "soldier" becomes "champion", "mercenary", "shovelman", or "warrior"
- "sniper" becomes "australian", "bowman", "fletcher", "hunter" or "ranger"
- "spy" becomes "backstabber", "blackguard", "haunt", "pickpocket", "pilferer", "rogue", "thief" or "vagabond"
Gameplay-related:
- "server" becomes "sirver"
- "flag" becomes "colors"
- "lol" becomes "lollery" or "lolleth"
- "heh" becomes "cahinnate!", "and there was much guffawing!", "and there was much snickering!", "Forsooth, say I, there was much tittering!"
- "rofl" becomes "rofleth"
- "AFK" becomes "aft, frisking knickers", "away, fruity knights", "away, fighting kobolds" or "abaft, flailing knouts"
- "kill" becomes "best", "bring low", "conquer", "fleece", "foil", "humble" or "vanquish"
- "map" becomes "chart"
- "shit" becomes "nightsoil"
Added to Beginning of Sentences
- Alas,
- By my faith,
- Hark!
- In truth,
- Perchance,
- Pray,
- Pray tell,
- Surely
Invocations of Deities:
- By Allfather Odin,
- By Mad Poet Navarl's Fertile Heel,
- By Scandalous Imhotep's Incessant Gall,
- By the Misbegotten Thigh of the Forgotten Minerva,
Added to End of Sentences
- Anon!
- Good sire!
- Guvnor!
- Hear hear!
- Ho!
- I say!
- Milady.
- My liege!
- what sayeth thou?