Destrukcja Robotów
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„ | Musisz zniszczyć wrogie roboty i zebrać ich reaktory mocy, żeby wygrać. Odzyskaj skradzione rdzenie, atakując sejf przeciwnika.
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Destrukcja Robotów jest trybem gry, po raz pierwszy zaprezentowanym 8 lipca 2014. Aktualnie Destrukcja Robotów zawiera tylko jedną mapę beta, rd_asteroid.
Ponieważ ten tryb gry oraz jego mapa są w fazie rozwoju, niektóre tekstury i animacje mogą być zaginione, a każdy element gry może ulec zmianie.
Spis treści
Rozgrywka
Aktualnie jedyna mapa Destrukcji jest symetryczna, podobnie jak mapy trybu Zdobądź Flagę. Ten tryb gry wymaga od graczy wejścia do bazy wroga i zniszczenia jego robotów w celu zdobycia punktów. Zniszczone roboty upuszczają Rdzenie Mocy, które mogą zostać zebrane w celu zyskania punktów.
Punkty drużyny są przechowywane w Reaktorze, położonym głęboko w jej bazie. Kiedy drużyna zacznie zdobywać punkty, nad punktem zdobycia w bazie danej drużyny pojawi się Rdzeń Reaktora. Rdzenie Reaktora mogą zostać skradzione i zdobyte (podobnie jak zabieranie i przejmowanie teczek z materiałami wywiadowczymi). Kiedy po raz pierwszy kradnie się Rdzeń Reaktora z punktu kontrolnego Reaktora, zgromadzone punkty są przez kilka sekund są przekazywane do rdzenia kradnącego - im dłużej złodziej czeka na punkcie, tym więcej skradzionych punktów jest zbieranych do Rdzenia Reaktora tak długo, dopóki ostatni punkt nie zostanie zebrany.
Wykradziony Rdzeń Reaktora jest przejmowany poprzez zabieranie go do bazy kradnącej drużyny, a jego kradzież jest nagradzana przejęciem zgromadzonych punktów. Rdzenie mogą zostać upuszczone, gdy złodziej zginie, lub jeśli wciśnie przycisk upuszczenia przedmiotu. Unless picked back up by the stealing team, dropped Reactor Cores are eventually returned to the owning team’s Reactor and the stolen points they contain are returned to their score. The game continues indefinitely until one team reaches a certain score, in which case that team wins.
When one team has acquired the necessary amount of points, a timer starts counting down and a shortened version of The Art of War begins playing as "rd_finale.wav". If the currently-winning team stays the leader by the time this timer is elapsed, they win the round/game.
Power Cores
Power Cores are dropped when a robot is destroyed. They may be collected by any member of the team that destroyed the robot. If left uncollected, Power Cores will eventually start flashing for a few seconds before finally vanishing.
Reactor Cores
Reactor Cores represent the stored points of the enemy team. Successfully stealing a Core from the enemy base and depositing it on your team's Core spawn point directly transfers to the stealing team any points stored in the core. Unlike the Intelligence briefcase in Capture the Flag, the Core can contain a variable number of points depending on how long it is "charged" by an enemy player standing on the core spawn point. The Core cannot be moved from its spawn point until at least 25 points have been charged into it.
Like the Intelligence briefcase, a Reactor Core may be picked up by any enemy player that touches it, and although it can be dropped deliberately or on the carrier's death, it cannot be picked up or otherwise affected by a friendly player. Friendly players can defend the Core from being picked up by physically preventing enemy team members from touching it. If a Core is not touched by an enemy player in a set amount of time, it will disappear and any points stored in it will be returned to its team.
Importantly, the return timer on dropped Cores is not fully reset upon touching it (another difference from the Intelligence briefcase). Instead, the return timer for the Core starts at approximately one minute and is reduced for each second that the Core is dropped and is increased by one second, up to the maximum starting time, for each second that the Core is held.
Soldiers with the Rocket Jumper equipped, Demomen with the Sticky Jumper equipped, Scouts under the effects of Bonk, and Cloaked Spies are unable to pick up the Reactor Core.
Scoring
Teams score points by collecting Power Cores and by capturing or recovering stolen Reactor Cores. One point is scored for each Power Core collected. One point is deducted from a team’s score for each point charged into a stolen Reactor Core. Points charged in a stolen reactor core are thus removed from scoring until either captured by the enemy or returned to the team’s Reactor. The stolen points in a Reactor Core are awarded to the stealing team’s score if they carry it to their Reactor’s capture point; however, those same points are returned to the owning team’s score if the Reactor Core has been dropped for a long time. The teams play to 300 points.
Team scores are displayed at the bottom center of the HUD. Each team's score tracks higher as Power Cores are collected and as Reactor Cores are captured by or returned to that team; and tracks a decreasing score while a player is charging a Reactor Core with points stolen from that team. A player’s display of scores shows green numbers as friendly points are added and enemy points are stolen and shows red numbers as friendly points are stolen and endpoints are added. Distinct sounds give notice or warnings of friendly or enemy points scored or stolen.
Robots
Unlike Mann vs. Machine robots, these Robots are harmless and will run when you attack them. The robots are separated into three areas, named A, B, and C. They will always follow their path that is marked on the floor, unless they are being attacked. Currently these Robots are similar to Buildings in their attributes: they are unaffected by knockback (including Compression Blasts and shield bashes), Afterburn, Backstabs, Mini-crits, Critical hits, and Bleeding. Also they are immune to the effects of Jarate and Mad Milk and cannot be marked for death. Robots also do not grant any on hit/kill bonuses (for example, health on hit with the Black Box), nor can they be sapped. Some classes have increased damage against these robots: Spy, Scout, and Medic weapons deal twice their base damage, and all Sniper weapons deal triple their base damage. Heavy and Pyro only do 75% damage to bots. Most weapons deal their minimum base damage; exceptions include all weapons for the aforementioned classes, as well as Sentry Guns and Shotguns, which both deal maximum damage.
Robot behavior
The robots in areas B and C are protected by what appears to be an Übercharge when the robots in front of them are alive, for example; B robots are protected if any A robot is alive and C robots are protected if any B robot is alive.
The robots are defenseless, but will attempt to escape from attackers by running in circles. After 7 seconds without taking damage, the robots heal themselves at a rate of 8 health per second. All of the robot groups share a respawn timer, and will reset when the timer runs out.
When destroyed, A and B robots drop their associated amount of Power Cores in a single drop. When C robots are destroyed, they perform a death animation wherein they run around dropping a stream of Power Cores. The robots also drop gibs when destroyed. These gibs may be collected for Ammo or Metal.
Robots give 5 health per second to nearby friendly players as well as to disguised enemy Spies.
Robot Voice Lines
Note: These voice lines are in beta and may be altered in the future. In addition, robots occasionally emit the death-notice sound from Half-Life
Idle |
When a player crosses circuit path |
Under attack |
Death |
Strategy
Maps
Robot Destruction
Robot Destruction maps carry the rd_ prefix.
Name | Picture | File name |
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Asteroid | rd_asteroid
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Update history
- Added Mann Co. Beta Maps - Early Access program.
- Added 2 new beta maps:
RD_Asteroid
andPL_CactusCanyon
. - Beta maps can be accessed via the quickplay menu by clicking the Play Beta Maps option.
- Added 2 new beta maps:
- Power Cores and Reactor Cores now add their point value to a team's score over time
- Reduced the rate at which points can be stolen from 15 per second to 10 per second
- Robots now heal 5 health per second to nearby friendly players
- The HUD has been reworked
- Inverted the layout to better represent the layout of the level
- Added progress bars to represent each team's score
- Potential point gains from stolen reactor cores are now visually represented on the score progress bars
- Thief icon now moves across the score board relative to the thief's position in the level
- Updated thief icon to represent both the color of the power core stolen and the color of the thief's team
- Added new strings to the win panel that explain why the team won
- Replaced the current "points being stolen" sound with a new sound
- Added better collision hulls to robot models
- Reworked robot skins to reduce similarity to the Übercharge skin
- Sentry Guns no longer target Übercharge robots
- Players must steal at least 25 points before they can leave the vault with the reactor core
- Updated power core pick up sound
- Updated robot death effects and sounds
- Updated HUD layout
- Updated HUD layout
- Fixed a bug that would prevent players from picking up the reactor core
- Teams will now spawn 70% faster if their C robots are dead
Aktualizacja z 12 października 2016
- Fixed energy weapons not hitting RD robots.
Unused content
- There are a number of unused files related to the gamemode, such as a robot model and older versions of HUD elements.
Gallery
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