Difference between revisions of "Match outcomes"
m (Applied filters to Match outcomes (Requested on User:WindBOT/PageRequests)) |
(→Stalemate) |
||
Line 54: | Line 54: | ||
{{Quotation|'''The Heavy''' |We ''lose'', but they do not ''win''?|sound=Heavy_autodejectedtie01_We_lose,_but_they_do_not_win.wav}} | {{Quotation|'''The Heavy''' |We ''lose'', but they do not ''win''?|sound=Heavy_autodejectedtie01_We_lose,_but_they_do_not_win.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 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 [[Weapons#Special Weapons|taunt attacks]] but they do not count to achievements. Also, you cannot use taunt attacks unless you were equipped with the weapon or are able to quick switch to the weapon that activates it when stalemate begins. | + | 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 [[Weapons#Special Weapons|taunt attacks]] but they do not count to achievements. Also, you cannot use taunt attacks unless you were equipped with the weapon or are able to quick switch to the weapon that activates it when stalemate begins. When a Stalemate occurs, all players models revert to what they would be when they are not wearing a hat. For example, if a player is wearing a [[Texas Ten Gallon]] and there is a Stalemate, then the Stalemate would no longer be visible to anyone, instead, the default engineer's hat would be shown. When the next round starts, the hats are returned to normal. |
[[Category:Gameplay]] | [[Category:Gameplay]] |
Revision as of 16:46, 12 October 2010
There are a number of different possible match outcomes in Team Fortress 2, and the conditions will very depending on the game mode being played.
Victory / Defeat
The two most common match outcomes are victory and defeat, and occur when the team succeeds or fails respectively in their objective:
Game Mode | Win/Loss Conditions |
---|---|
CTF | 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 | 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. |
Humiliation
“ | Can you feel ze Schadenfreude?
Click to listen
— The Medic on humiliation
|
” |
Humiliation occurs following a victory. During humiliation, all classes on the victorious side receive a 10% increase to their speed and all attacks become Critical hits for the purpose of hunting down any surviving opponents unlucky enough to stand in their way. Players on the victorious side are also able to enter enemy respawn areas to kill anyone inside. Typically humiliation lasts for 15 seconds, however, this can be altered by server owners with the command mp_bonusroundtime
.
During humiliation, the losing side is unable to attack and moves 10% slower. Losing players also take on a third-person perspective, which displays special animations of their class fleeing, cowering or thoroughly disappointed. During humiliation, the losing team's Sentry Guns are deactivated, and losing Spies will drop their cloaks (but retain their disguises if worn already). Suiciding and the use of resupply lockers are also disabled for the losing team.
All players in humiliation, both losers and winners, retain the ability to taunt and use taunt attacks, although taunt achievements will not be unlocked.
Animations
Sudden Death
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 taunt attacks but they do not count to achievements. Also, you cannot use taunt attacks unless you were equipped with the weapon or are able to quick switch to the weapon that activates it when stalemate begins. When a Stalemate occurs, all players models revert to what they would be when they are not wearing a hat. For example, if a player is wearing a Texas Ten Gallon and there is a Stalemate, then the Stalemate would no longer be visible to anyone, instead, the default engineer's hat would be shown. When the next round starts, the hats are returned to normal.