Players battle it out against their opponents, collecting as many powerups as possible to increase their battle strength.
Players begin with 100 health and a lowly shotgun. All players will typically be multi-hit, with their health reduced with each hit. When a player’s health reaches zero, they are deactivated for 10 seconds and lose any powerups they may have collected. A player’s Battlesuit will become dimmer as their health is reduced and grow brighter as they heal.
Powerups randomly “respawn” at any in-field targets. To pickup a powerup from a target, simply zap it twice. Players may pick-up powerups from targets as often as they like during the mission, but may only pick-up from an individual target once every 20 seconds.
For a comprehensive description of available powerups refer to the Capture The Flag / DM Items Reference sheet.
There only exists one of each Rune in the game, and once a player picks it up, they retain the rune until they are deactivated. Runes can be picked up from targets the same as normal powerups, however they can also be transferred between players. If Player A has a Rune and is deactivated by enemy Player B, then Player B takes possession of Player A’s Rune. However, a player may only hold one Rune at a time, so if Player B already has a Rune, then Player A’s Rune is allocated to an in-field target
Some of the powerups you can get include more powerful weapons. The following table lists the weapon attributes.
Weapon | Damage | Ammo |
---|---|---|
Shotgun | 20 | Unlimited |
Nailgun | 25 | 30 |
Rocket Launcher | 104 – 130 | 10 |
Mission Type | Available Powerups |
---|---|
DM1 | Nailgun, Rocket Launcher, Armour, Super Health |
DM2 | Nailgun, Rocket Launcher, Armour, Super Health, Invisibility, Quad, Invulnerability |
DM3 | Nailgun, Rocket Launcher, Armour, Super Health, Invisibility, Quad, Invulnerability, Haste, Regeneration, Resistance, Strength |
Notes:
This mission can be played as an individual or team variation.
All players can obtain powerups at all in-field targets.
If you have taken damage you can slowly heal back to full health over time, as long as you are not shooting. Your Battlesuit will make a ‘blip’ as you are healed.
Players who are being missile-locked do not receive a missile warning tone.
A player can pick-up any number of powerups, however there is a maximum limit of 100 points of Armour, 200 Health and 1 Rune.
A player can determine which powerup is at an in-field target by zapping it once and then pausing for a few seconds, at which stage their Battlesuit will announce which powerup is “available” at that target. A further single shot will then pick up that powerup.
A missed missile counts as a near miss, and does “splash” damage to the target, roughly equal to half of a normal rocket.
To encourage players to avoid being put down, a player’s downtime has been substantially increased.
Down players can be repeatedly zapped while down. However, this does not count as a frag, and they are only deactivated for 4 seconds. There is a limit on the number of times this can be done.
Warbot are not active.
Recommended length: 10 minutes.
Skill levels: Skill levels are determined by the player’s standard skill level.
Scoring:
Event | Frags |
---|---|
Frag opponent | 1 |
Frag own team member/self | -1 |