+ = Small Health Kit [25% health]
& = Small Ammo Pack [25% Ammo]
++ = Medium Health Pack [50% health]
&& = Medium Ammo Pack [50% Ammo]
Dotted Black Line = Neutral Capture Point [Standing inside this contributes to its capture]
Grey Squares = Empty Air [No Z Levels in this test I’m afraid so falling is Instant Death]
Thick black lines = Walls [Cannot move through, or diagonal on. Blocks most weapons.]
Orange X = RED Teleporter
Orange Box= RED Dispenser
Green X = BLU Teleporter Entrance
Green box= BLU Dispenser
[Initiative Rolls] Player Name’s action
[Kick] AI1 has been kicked from the server!
[Kick] AI2 has been kicked from the server!
[Auto-Balance] Greenstarfanatic is moved to the RED team.
[++] EnigmaticHat is by a dispenser! [+10]
[Spawn]Greenstarfanatic spawns as a RED medic
[21] Evilcherry [16] backstabs Scapheap!
Scapheap dies!
Evilcherry loses 30 cloak due to decloaking!
Evilcherry gains +50 cloak with The Enforcer!
Evilcherry is sapping Scapheap’s Dispenser! [-25]
Evilcherry is sapping Sentry Gun 2! [-38]
[17] Cubejakal moves to N20
Cubejakal is eating his sandvich! [+150]
[13] Greatwrymgold moves to L11
Greatwyrmgold reloads his Force of Nature
Greatwyrmgold is on fire! [-1]
[13] Mastahcheese moves to Q13
[13] Erils moves to Q14
Erils fires his Flamethrower at Sentry Gun 1 [5] and hits! [-60]
[10] Lukeinator moves to R20
[5] Rolepgeek moves to S16
[=] Sentry Gun 1 fires at Erils [9] and hits! [-60]
[4]Enigmatichat reloads his Rocket Launcher
EnigmaticHat moves to K13
[=] Sentry Gun 2 fires at Greatwyrmgold [19] and hits! [-90]
Greatwyrmgold dies!
[Dead] Scapheap will respawn in 2 turns!
BLU Player on point: BLU gains +1 Capture Progress!
RED gains +1 Victory Point!
Tip: You cannot fire your weapon and activate an item in the same turn. Be sure which you want to use.
Tip: Do you have a suggestion to make a class more balanced and/or less worthlessly weak? Post it in the thread! This game is in Beta and as such needs people to give ALL of their suggestions. Too Shy? Just PM the mod.
Tip: In order to achieve victory a team must have 9 Victory Points AND full control of the point for a full turn.
I feel like Scout is a little weak… Any suggestions to make him less… Well easily killed? I’m thinking of making “Mobile” induce a -2 to rolls if the Scout moved 5 spaces. Thoughts?
Furthermore perhaps Sapped buildings shouldn’t be able to do anything?