殺時間模式
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“ | 殺時間模式結合了《絕地要塞 2》裡最常見的快節奏血腥運動和現實中快節奏的足球、曲棍球以及籃球運動。
— 殺時間模式宣傳文
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殺時間模式(PASS Time) 是一個由 Bad Robot、Escalation Studios 和 Valve 創作的、於2015年8月18日隨著測試地圖 Warehouse 一同釋出的遊戲模式。殺時間模式於2016年7月7日釋出的尋找配對更新成為官方遊戲模式之一,同時測試地圖 Warehouse 也重命名為 Brickyard 。
內容
遊戲方式
當前所有的殺時間模式地圖其結構都是成對稱形態的。在這個遊戲模式中,通常靠近地圖中心位置的開球點會生成一個中立的名叫傑克的球。玩家需要拿起這個球,並將它成功地拋進敵方的龍門。預設中 5 個進球是進球數量的上限,只要其中一隊在時間限制到達前他們的進球數量達到上限,這個隊伍就會獲勝。否則,當在時間限制到達時兩隊進球數量都未達到上限,就將由進球數量較多的一方獲勝。
傑克球
在三種情況下:遊戲開始回合、其中一隊成功進球得分後、或是傑克球掉落後有一段時間沒人撿起它,一個新的傑克球會在地圖中心位置的開球點生成,並伴有一聲哨聲響起。傑克球的發光輪廓可以讓玩家看到在牆後的傑克球。玩家可以撿起掉落在地上的傑克球,可以通過主要開火鍵將它拋出去,也可以通過使用近戰武器攻擊傑克球的運球者從而將球偷走。
攜帶傑克球的玩家被稱為「運球者」,並且不能使用任何武器進行攻擊。運球者可以通過主要開火鍵將傑克球拋出去或轉給隊員。然而,傑克球可以被通過使用近戰武器攻擊運球者的敵人偷走。當運球者持球時間太長,遊戲會啟動反搗亂者因不願棄球而影響遊戲的機制,此時的傑克球也可以被運球者的隊友採取相同的辦法搶走。無論是掉落到地上並經過一段時間時,還是進行重置並生成新的傑克球時,傑克球都會變為中立的狀態。
運球者擁有可以透過墻壁看到場上所有玩家位置的能力。當一位玩家(通過近戰武器攻擊)偷走或攔下敵人持有的傑克球時 ,傑克球會給這位新的運球者提供短時間內移動速度加成、甚至是無敵的獎勵。無敵加成過後,倘若運球者附近沒有隊員,他會受到短暫的死亡標記;倘若運球者附近有隊員,他則不會受到死亡標記。所有運球者附近的隊友在運球者得到短時間內移動速度加成時同樣也會獲得速度加成。此外,運球者附近的隊員也會得到生命值的回復。
拋傑克球
運球者需要按住並且放開主要開火鍵將傑克球拋出去。在按住主要開火鍵時,運球者會做出向後持球、並準備拋出去的動作。假如運球者按下次要開火鍵但卻沒有放開主要開火鍵,傑克球是不會拋出去的,相反,這樣做會讓運球者做出一次傳球的假象,向其他人做出準備拋球的動作但實際上卻沒有將傑克球拋出去。
假如運球者將傑克球拋出去的時候,他的準心正對著一名在視線範圍內的隊員,則會判定為一次傳球。在一次傳球過程中,傑克球會朝著目標隊員的方向飛馳而去,就像是被一塊磁鐵吸引一樣,儘管這名隊員已經離開原來的位置,傑克球會傳到這名隊員的手上。然而,一次傳球也會有可能失敗:儘管傑克球能在最大程度上避開障礙物,它仍然有可能擊中障礙,並變為中立的狀態;也有可能出現在傳球過程中有敵人斷下傑克球的情況。
假如運球者的準心沒有正對著一名視線範圍內的隊員,傑克球被拋出去之後只會滾動一小段距離,這段距離還會因拋球者職業的不同而有所差距。三個進攻職業:偵察兵、火箭兵和火焰兵,相比其他職業拋球的距離更短。其中,偵察兵拋球的距離是最短的,火箭兵拋球的距離只比其他職業稍微短一些,而火焰兵拋球的距離則在偵察兵和火箭兵之間折衷。其他所有的職業在拋傑克球的時候都能拋出大概同樣的距離。
目標
Each team has three separate goals on each PASS Time map: the Throw-In Goal, the Run-In Goal, and the Bonus Goal. A team's goals, located on that team's side of the map, may only be scored upon by an enemy player; in other words, a RED player may not score upon any RED goal.
The Run-In Goal is a wide zone located at the extreme end of either side of the map. As the name of the goal suggests, players are required to run into the goal zone while carrying the JACK to score, since attempting to throw the JACK into the Run-In Goal will result in the JACK bouncing back out without scoring. Alternatively, the JACK may be passed to a player who is already standing in the Run-In Goal.
The Throw-In Goal is a team-colored hole in the wall which is located somewhere between the Run-In Goal and the middle of the map. To score upon an enemy's Throw-In Goal, the JACK must be thrown into the goal.
The Bonus Goal, like the Throw-In Goal, is a team-colored hole into which the JACK must be thrown to score. Traditionally, the Bonus Goal is high up and normally requires the use of a particular Jump Pad to reach. However, unlike the Throw-In Goal, the Bonus Goal is worth three points, and cannot be scored upon unless the Jack Power Meter is filled.
It may be helpful to think of the Run-In Goal as the "touchdown zone", the Throw-In Goal as the "hockey goal", and the Bonus Goal as the "basketball hoop".
傑克球能量
Passing the JACK to teammates fills a JACK Power Meter, which is visible on the HUD at the top of the screen. The meter must be filled in order to unlock the Bonus Goals, which grant three points to the scoring team. If a JACK is taken by the enemy team, the JACK Power *will not reset*, allowing a team to score on the Bonus Goal using the JACK Power built up by the enemy team. After a goal is scored, or after the JACK lays dormant on the ground for too long, the JACK resets, and JACK Power resets to zero along with it. JACK Power also starts to decay slowly after some time.
其它傑克球相關
Several weapons or other equippable items or player conditions have various effects on the JACK.
傑克球的進階操控
Each class has a selection of either primary or secondary weapons that are capable of manipulating the JACK at some distance farther than a player’s melee reach. Some of these weapons can only simply move the JACK away from the player, while others can move the JACK in other directions under the player's control. Advantages for manipulating the JACK include picking up the JACK from far beyond melee range, retrieving the JACK from an enemy kill zone, moving the JACK towards teammates or away from enemies when not close enough to pick it up, or moving the JACK to a more defensible position without resetting the dead JACK timer.
- Bullets push the JACK away from the shooting player at a range as far as the weapon can shoot. This effect also applies to the Short Circuit within its limited range. Several other projectiles have similar effect when they hit the JACK (e.g., Scout's thrown items), but some have no such effect.
- Explosions deflect the JACK away from the exploding rocket, grenade, sticky bomb, or Scorch Shot projectile. The player can steer the JACK by controlling where the weapon explodes.
- Only those explosive Projectiles that explode on world impact will explode when they directly hit the JACK (e.g., Scorch Shot).
- Compression blasts deflect the JACK; however, the JACK follows the aim point, the opposite of explosions.
- Thrown weapons can push the JACK away if they directly hit the JACK.
- The Flying Guillotine, Mad Milk, and Jarate all can push the JACK if they hit it.
- The Sandman ball is more accurate at longer distance and hits the JACK harder.
使用以下武器不會對傑克球產生特殊的積極效果:
- 擊中傑克球的聖十字弩弓針筒會消失;
- 爆破信號槍;
- 信號槍;
- 擊中傑克球的強化組合弓和獵人長弓弓箭會粉碎掉;
- 正義狂牛;
- 火箭跳躍者;
- 黏彈跳躍者 (儘管黏彈直接擊中傑克球會使它移位);
- 除壓縮氣爆以外,使用火焰兵的任何一把火焰發射器(主要武器)都不會對傑克球產生任何的特殊效果。
不能撿起傑克球的情況
以下情況任何時候都不能撿起傑克球:
- 搬運建築物的工程師;
- 裝備火箭跳躍者的火箭兵;
- 裝備黏彈跳躍者的爆破兵;
- 正在使用任何隱形手錶的間諜;
- 正在使用偽裝工具偽裝的間諜;
- 正在讓任何一把機槍(主要武器)運轉的重裝兵;
- 喝下了 Bonk! 的偵察兵;
- 正在進行|嘲諷的任何職業。
用腳運球
在上述不能撿起傑克球的情況下,玩家可以嘗試用腳推球或運球。雖然總體效果比起運球更微弱,但是眾多職業中爆破兵似乎有著最強的用腳運球技術。而喝下了 Bonk! 的偵察兵踢起傑克球來通常比其他職業有著更快的速度。
嘲諷
- 當玩家正在進行嘲諷時無法撿起傑克球。
- 當玩家攜帶傑克球時不能進行某些特殊嘲諷(如神風特攻隊和末日毀滅之火),而其它嘲諷則是允許的。
- 運球者做出嘲諷時傑克球會掉落在地上。
- 假如有一名未偽裝的間諜在拿出偽裝工具的時候撿起傑克球,會有一個很小的機會做出「傑克球消失啦」嘲諷(傑克球不會掉落在地上)。
- 玩家在進行康加舞嘲諷時可以踢傑克球。
策略
地圖
殺時間模式地圖
目前殺時間模式有三個都是以「pass_」前綴的地圖,社群製作的地圖會以「雙引號」表示。
地圖名稱 | 圖片 | 檔案名稱 |
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Brickyard | pass_brickyard
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District | pass_district
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Timberlodge | pass_timbertown
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相關成就
殺時間模式有著與這個模式相關的 2 個成就。
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錯誤
- 在攜帶傑克球的情況下,使用已裝填的背水散彈槍時仍可以開火。但是不能在攜帶傑克球的情況下裝填子彈。
- 在攜帶傑克球的情況下,使用已裝填的街友火箭炮時仍可以發射火箭。但是不能在這種情況下裝填火箭。
- 假如運球者在其他隊員的附近自殺,他們會得到永久的移動速度加成獎勵。
更新履歷
- 將新遊戲模式「殺時間模式」新增至《絕地要塞 2 測試版》中。
August 18, 2015 Patch #2
- 修正一個導致當機的錯誤,這個錯誤與抬頭顯示器有關。
- 修正小暴擊會導致傑克球於遊戲中消失的問題。
- Fixed players being able to pick-up the Jack while they have weapons deployed that cannot be holstered.
August 18, 2015 Patch #3
- Fixed a PASS Time sound bug related to carrying the Jack.
- Fixed disguised Spies not having a shield drawn for them in the HUD
- Fixed players being able to carry the jack while taunting (fixes an exploit with The Eureka Effect)
- Fixed being able to 'inspect' the jack while players are carrying it
- Fixed capturing the jack not incrementing Scout contract points
- Fixed scoring in your own goal if you change teams while the jack is in flight
- Fixed disguised and cloaked enemy Spies having a shield drawn for them in the HUD
- Fixed players sometimes not being able to throw the jack
- Fixed another case where players could teleport the jack with The Eureka Effect
- Fixed The Dead Ringer making it impossible to throw the jack or deactivate the Dead Ringer
- All global special abilities that are activated with alt-fire are now available while carrying the jack, unless you're actively aiming the jack
- Unlocked console variables for community servers to experiment with without requiring sv_cheats
- Fixed Scouts being able to pick up the jack while drinking
- Fixed disguised Spies being able to carry the jack in some situations
- Made weapon switch faster after throwing the jack
- Fixed not getting a speed boost if you score and then get the jack after it respawns
- Fixed a crash if mp_tournament was enabled and someone scored during pre-game
- Improved the way blocking works
- Fixed being able to cancel enemy taunts by hitting them with the ball
- Fixed seeing a phantom jack in your hand if you threw the jack and couldn't switch back to your previous weapon (jars, cleavers, etc.)
- If the jack is neutral for too long, it will automatically respawn
- If a player holds the jack for too long, teammates can steal the jack from that player
- Catching and intercepting a tossed jack is slightly easier
- Demoman can no longer charge or detonate while holding the jack
- Enabled melee-only for sudden death mode
- Rounds will continue after the timer expires until the jack becomes neutral or someone scores
- The jack will heal its carrier to full health
- Added
tf_passtime_unstable
for testing unstable features - Unstable features
- Attack, defense, and support classes have different throwing arcs (
tf_passtime_throwspeed
,tf_passtime_throwarc
) - The jack inherits some of the thrower's velocity (
tf_passtime_throwspeed_velocity
)
- Attack, defense, and support classes have different throwing arcs (
- Added an alternate version of
pass_warehouse
:pass_warehouse_goal2
- Instead of scoring by throwing the jack into the goal, players need to carry the jack into the goal
- Trying out some new sounds
- Catching and intercepting a tossed jack is slightly easier
- Added convar
tf_passtime_ball_model
- Fixed an issue that prevented disguised Spies from receiving a pass from enemies
- Fixed a bug that allowed overloadable weapons to continue reloading while carrying the jack
- Fixed an issue that awarded a point to the wrong team during team switch
- Fixed an issue that prevented automatic jack respawn from working in some cases
- Fixed a wrong texture on goal visualizers
- Fixed pass lock sound not playing for the targeted player
- The announcer now says "overtime" at the appropriate time
- Updated
pass_warehouse
andpass_warehouse_goal2
- Removed jump pads from the second floor of the warehouse
- Added more spectator cameras
- Added lateral jump pads to the middle arena
2015年10月28日更新 (Scream Fortress 2015)
- Fixed viewmodel/worldmodel when
tf_passtime_ball_model
is set - Added convar:
tf_passtime_ball_sphere_collision
- Added entity:
tf_logic_on_holiday
- Updated PASS Time to fix not seeing the Halloween version of the Jack while it's being carried by a player
- Each class now has slightly different throwing power and arc
- During Overtime, the round doesn't end until the jack has been neutral for a few seconds (
tf_passtime_overtime_idle_sec
) - All available enemy goals will show a reticle on the HUD while carrying the jack
- Added max pass range parameter to
passtime_logic
- Jack won't automatically respawn unless it's been picked up at least once
- New map:
pass_pinewood
- Fixed a dedicated server crash related to dropped weapons and the jack in PASS Time mode.
- Experimenting with new HUD elements and art.
- Experimenting with new viewmodel animations.
- New testing feature '
tf_passtime_team_bonuses
' that shares pass, steal, and intercept bonuses with the whole team.
- Fixed workshop maps not loading correctly.
- Fixed being able to get inside jump pads.
- Removed Sandman long-distance steal.
- Added experimental cvars for playtesting.
2016年6月22日更新 #2
- Fixed PASS Time game mode showing up in the wrong quickplay UI categories.
2016年7月7日更新 #1 (Meet Your Match Update)
- PASS Time update
- No longer in Beta!
- New Items Available
- An Early Participation Pin will be awarded to everyone who played PASS Time during beta
- Two new achievements with item rewards
- Tune Merasmus's Multi-Dimensional Television
- Jackpot!
- Map Changes
- All maps are tweaked, polished, and out of beta
- Renamed
pass_pinewood
topass_timberlodge
- Renamed
pass_warehouse
topass_brickyard
- Added a new city-themed map,
pass_district
- An updated
pass_template
for level designers will be released on http://www.escalation.com/news
- Game Mode Changes
- Changed the score limit from 3 to 5
- Tweaked various JACK throwing parameters
- Pack Running
- The JACK no longer heals the player carrying it
- A player carrying the JACK with no nearby teammates is marked for death
- Teammates near a player holding the JACK will be slowly healed, and can run as fast as the fastest nearby teammate
- JACK Power
- Passing the JACK increases a power meter
- The power meter will decay over time
- Filling the power meter unlocks a special goal worth extra points
- Art Changes
- New view model animations
- The HUD provides more information about goal type and status
- Player pips for Spies will reflect cloak and disguise status
- Misc Details
- Added cvar
tf_passtime_scores_per_round
- Added
tf_glow
entity that can be used to enable the glow effect on any entity - Updated
trigger_passtime_ball
FGD entry to hide unimplemented features, temporarily - Spawnflag added to
func_passtime_goal
to indicate to the HUD that a goal is unlocked by JACK power
- Added cvar
- Fixed the Jackpot! PASS Time achievement not tracking wins.
2016年7月14日更新 #1
- Updated several HUD materials to support mat_picmip
- Fixed seeing the wrong cap limit in the win panel
- Fixed achievement items (e.g. Civilian Grade JACK Hat) not cloaking with the Spy.
- Tweaks and fixes for all maps.
- Fix pack speed not being updated sometimes.
- Aiming players will no longer receive pack speed bonus.
- Some adjustments to reduce average round length.
- Overtime will end immediately if the winning team touches the ball.
- Overtime won't happen if it's impossible for the losing team to win.
- Updated PASS Time view model positions to support using FOV 70
- Fixed players being able to pick-up the PASS Time jack while they are stunned.
- Fixed PASS Time exploit related to bonus points.
畫廊
外部鏈接s
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