Difference between revisions of "Dodgeball"
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== Strategy == | == Strategy == | ||
*"Orbiting" is a technique where the player moves in a tight circle as nukes approach, causing them to "orbit" the player. This allows players to manage multiple nukes and/or rockets and reflect them back at a more strategic moment. The disadvantage of this is that you are vulnerable to being airblasted by enemy Pyros. | *"Orbiting" is a technique where the player moves in a tight circle as nukes approach, causing them to "orbit" the player. This allows players to manage multiple nukes and/or rockets and reflect them back at a more strategic moment. The disadvantage of this is that you are vulnerable to being airblasted by enemy Pyros. | ||
+ | *On most servers, nukes can be reflected into hard surfaces where they will self-destruct harmlessly in a tiny explosion. If a nuke is going too fast to be safely handled in battle, air blast the nuke into a surface. | ||
*Depending on the server/map the nukes deal self-knock back, but not self-damage. If this is the case, you can air blast an orbiting nuke into the ground for a massive jump across the map, known as a nuke jump. | *Depending on the server/map the nukes deal self-knock back, but not self-damage. If this is the case, you can air blast an orbiting nuke into the ground for a massive jump across the map, known as a nuke jump. | ||
*Be wary of rockets approaching you from behind and to the sides. | *Be wary of rockets approaching you from behind and to the sides. | ||
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*On some maps you can air blast opponents off the edge, but be careful of impending rockets. You can also use this to distract/disorientate an enemy because once air blasted it becomes harder to aim at a rocket or the victim may turn around to face you and miss rockets heading their way. This is better if you can distract an enemy from the nuke heading their way. | *On some maps you can air blast opponents off the edge, but be careful of impending rockets. You can also use this to distract/disorientate an enemy because once air blasted it becomes harder to aim at a rocket or the victim may turn around to face you and miss rockets heading their way. This is better if you can distract an enemy from the nuke heading their way. | ||
*Even if your Flamethrower's fire doesn't do any damage, you can still use it to distract and annoy your opponents. | *Even if your Flamethrower's fire doesn't do any damage, you can still use it to distract and annoy your opponents. | ||
+ | * On maps where the two teams are separated by a deep pit, you can try air blasting rockets downwards into the pit. This will cause the rocket to suddenly pop up over the edge of the pit on the opponent's side, giving an element of surprise. | ||
{{ModNav}} | {{ModNav}} |
Revision as of 11:29, 1 May 2012
“ | Think fast, chucklenuts!
Click to listen
— The Scout
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” |
Dodgeball is a gameplay mod for Team Fortress 2 and was originally developed by Voogru as a private Metamod extension. It was then made into a public Sourcemod plug-in by Asherkin.
Gameplay demonstration
Gameplay
In Dodgeball, everyone plays as the Pyro. Rockets and nuclear bombs are fired from a pre-determined spot in the map. Each team of Pyros uses their compression blast ability to reflect the rockets and bombs back at the other team.
These projectiles are designed to follow one targeted player until deflected by an air blast. When the projectile is air blasted, its affinity and color changes and it targets a random player on the opposite team. It gains speed with each deflection until the projectile's new target does not successfully deflect it, damaging or killing the target. The rocket can also be reflected into the ground to allow the player to survive and reset the rocket, and even rocket jump.
Gameplay continues until one team is eliminated entirely. Players are usually continuously supplied with ammunition via the map or a custom Flamethrower.
There are two types of projectiles used: the rocket and the nuclear bomb. The rocket looks like a standard Soldier's critical rocket with the same damage as a normal critical rocket. The "nuke" rockets are larger, slower, and usually appear in the form of the bomb attached to most Payload carts and bleeps like a Level 1 Sentry Gun. These bombs have a much bigger area of effect and a much higher damage output, able to kill anyone within its blast radius. As a result, players tend to pay more attention to reflecting nukes.
Maps
The design of Dodgeball maps can differ greatly in theme and style, though they are often centered around a large open area with a gap or obstacle separating the two teams. Some maps will allow the teams to interact more closely, though this can lead to players juggling opponents or blasting them into environmental damage, something which is generally frowned upon.
Servers running maps which allow opposite teams to reach each other will often change the Flamethrower's properties to negate any burn damage players may attempt to cause. They may also restrict players to their primary weapon for the same reason.
Variants
There are multiple variants of Dodgeball currently being used on many servers. Settings can both be server side or map side and can have vastly different effects on gameplay.
Speed Dodgeball is a major variant of the original multiple rocket Dodgeball. In Speed Dodgeball, there is only one rocket in play and it speeds up at a much faster rate than normal. This results in much faster, focused gameplay, typically seen only towards the end of normal Dodgeball matches.
Other variants that servers may use include:
- Limited number of rockets in play, e.g. 2 rockets active.
- No weapon restriction, allowing players to use all of their weapons.
- If this is the case, the Flare Gun can be used to destroy rockets and/or nukes.
- Full weapon restriction, preventing the use of any weapons except for Flamethrowers.
- Rocket-only or nuke-only gameplay.
Strategy
- "Orbiting" is a technique where the player moves in a tight circle as nukes approach, causing them to "orbit" the player. This allows players to manage multiple nukes and/or rockets and reflect them back at a more strategic moment. The disadvantage of this is that you are vulnerable to being airblasted by enemy Pyros.
- On most servers, nukes can be reflected into hard surfaces where they will self-destruct harmlessly in a tiny explosion. If a nuke is going too fast to be safely handled in battle, air blast the nuke into a surface.
- Depending on the server/map the nukes deal self-knock back, but not self-damage. If this is the case, you can air blast an orbiting nuke into the ground for a massive jump across the map, known as a nuke jump.
- Be wary of rockets approaching you from behind and to the sides.
- Rockets may suddenly change paths if the teammate it was going towards dies. Just because it was going a different direction doesn't mean it will necessarily continue to.
- Good control of air blasts is a must! Air blast too early and the projectile isn't reflected, and a second air blast won't ready before collision. Air blast too late and it will collide. This is especially important for high speed or multiple rockets as controlled air blasting is needed to survive.
- Stay away from your teammates as much as possible. Nukes have a large splash damage radius; if they miss, you're dead.
- Alternatively, try to help your teammates out. You can deflect rockets/nukes heading towards your team, no matter who they're targeting.
- On some maps you can air blast opponents off the edge, but be careful of impending rockets. You can also use this to distract/disorientate an enemy because once air blasted it becomes harder to aim at a rocket or the victim may turn around to face you and miss rockets heading their way. This is better if you can distract an enemy from the nuke heading their way.
- Even if your Flamethrower's fire doesn't do any damage, you can still use it to distract and annoy your opponents.
- On maps where the two teams are separated by a deep pit, you can try air blasting rockets downwards into the pit. This will cause the rocket to suddenly pop up over the edge of the pit on the opponent's side, giving an element of surprise.
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