Battle modes: Difference between revisions

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(Removed lengthy Game mode introductions and gave them separate pages ((RA)))
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== Introduction ==
== Introduction ==
Battles are required to have one of the four essential game modes of any map, if they are available within the selected map.  
Battles are required to have one of the four essential game modes of any map, if they are available within the selected map.  


== Deathmatch [DM] ==
== Deathmatch [DM] ==
[[File:DM_pre.png|right|link=]]
Main article: [[Deathmatch]]
Deathmatch mode is a battle mode where players face off against each other individually. It is easier to find and fight other tanks in Deathmatch, and the potential rewards are usually higher than in other modes. The objective is simply to destroy other tanks and rack up the most kills. The battle can be limited by either time or number of kills (frags). Each frag earns the player 10 experience points.
 
Forming alliances with other players is allowed in Deathmatch, as it is not considered against the rules. However, it may result in other players seeking revenge against the alliance. Forming alliances in other battle modes will result in a punishment such as:
* Verbal warning from the moderator
* A temporary suspension of your account.


'''Deathmatch (''Every man for himself or DM'')'''


The goal is to destroy as many opponents as possible. Unlike team battles, in Deathmatch everything depends entirely on you. Games in Deathmatch mode are limited either by the number of destroyed tanks (frags) or by time.


== Team Deathmatch [TDM] ==
== Team Deathmatch [TDM] ==
[[File:TDM Reworked.png|right|link=]]
Main article: [[Team Deathmatch]]
Team Deathmatch (TDM) is similar to solo Deathmatch mode, but it is split into two teams: '''<span style="color:#ff0000">Team Red</span>''' and. '''<span style="color:#0000ff">Team Blue</span>'''. The goal is to destroy more tanks than the opposing team. TDM games are limited by either number of team points or time. Every player is responsible for their own team, as their kills contribute to the final pool of points accumulated over the course of the battle. If an enemy in TDM mode is destroyed not by one tanker but by two or more, twice as many crystals will be added to the battle fund, instead of 1.5 times as in other team modes. The team receives 3 team points for destroying an enemy. If the enemy in TDM mode is destroyed by two or more tankers, the team will receive 5 team points instead of 3. The maximum limit of team points is 9999.


Unlike classic Deathmatch mode, players' spawn points are fixed at their bases. To start battling other players, you must go to the center of the map or the opposing team's base. As a result, the number of kills per player is typically lower than in classic Deathmatch mode.
'''Team Deathmatch (''Team Deathmatch or TDM'')'''


Long-range turrets users tend to be successful in this mode, as they can pick off enemies from a distance.
One of the easiest modes in the game. The goal is to destroy more tanks than the opposing team. Games in '''TDM''' mode are limited either by the number of kills or by time.


== Capture the Flag [CTF] ==
== Capture the Flag [CTF] ==
[[File:CTF_pre.png|right|link=]]
Main article: [[Capture the Flag]]
In Capture the Flag (CTF) mode, players are divided into two teams, '''<span style="color:#ff0000">Team Red</span>''' VS. '''<span style="color:#0000ff">Team Blue</span>'''.
The goal is to capture the enemy's flag and prevent the opposing team from capturing your team's flag. If a player takes the flag and then gets killed, they lose it and it is dropped where they were killed. However, teammates can retake it and continue their journey to capture the enemy's flag. If the dropped flag isn't picked up by either team, it will be automatically returned to the enemy's base in approximately '''20 seconds'''.


To capture the flag, players must pick up the enemy's flag and bring it to their team's base, where it must be held within a glowing orb on the ground. To be successful, the player's team's flag must also be at its correct location within their base. Each captured flag adds an additional point to the team's score. The winning team is the one with the most captured flags within the specified time limit or by fulfilling the objective set by the battle's settings.
'''Capture the Flag (''Capture the Flag or CTF'')'''


players can earn points for capturing a flag, returning flags, fighting and eliminating other players, and healing (applicable through [[Isida]]'s healing powers). For each flag you capture, you get approximately 10 experience points. However, this increases the more players there are in the enemy team. For each enemy in the opposing team, you get additional 10 experience points. For example: If there are 10 enemies on the opposing team, you will get approximately 100 experience points for capturing a flag.
Classic team battle mode. The team's goal is to arrive at the enemy base, take the flag and take it back to their base more times than the opponent. For successful delivery, you must deliver the flag to the flagpole at your base, and your flag must be in place. Games in '''CTF''' mode are limited either by the number of flags delivered or by time.
The amount of experience points earned for returning a flag also varies depending on factors such as distance from the original location, with greater distances earning more experience points.


A CTF battle is typically limited by either a timer or a set number of captured flags. The objective is to capture the most flags within that time frame or before reaching the set number of captures.
== Control Points [CP] ==
Main article: [[Control Points]]


'''Control Points (''CP'')'''


Teams battle for control over points scattered across the map. Points are periodically counted based on how long each team holds them. The more points a team captures, the quicker they accumulate points. Victory goes to the team that outpaces their opponent and reaches the objective first. CP mode games have either a set point threshold or a time limit.


== Control Points [CP] ==
== Assault [ASL] ==
[[File:CP pre.png|right|link=]]
Main article: [[Assault]]
Similar to the two aforementioned team-modes, players in this mode are divided into two teams, '''<span style="color:#ff0000">Team Red</span>''' VS. '''<span style="color:#0000ff">Team Blue</span>'''. Across the map, there are multiple (or sometimes a singular) glowing orbs. The number of orbs depends on the size of the map. Each orb is <span style="background:#808080">grey-colored</span> by default. When a player from either team approaches a point, they must stay within a certain radius of the point until it is successfully captured. A line, colored based on the team's color, serves as an indicator to show if a player is successfully attempting to capture a point or not. It takes a player approximately 7-8 seconds to capture a point alone, but this can be affected by factors such as another player attempting to capture the same point. If two players are attempting to capture the same point, neither will make progress. However, if one is eliminated, the other will make progress towards capturing the point.


In Control Points (CP) mode, the objective is to capture as many points as possible. The more points a team captures, the more points they receive. The winning team is the one with the most points. Team spawn points are close to their bases.
'''Assault (''Storm or ASL'')'''


A point is automatically counted towards a team's progress if it has been captured for more than 10 seconds. The team will receive a point to their score after 10 seconds have passed of a successfully captured point.
Asymmetrical battle mode, where each team has its own task. When playing for the red (attacking) side, you need to deliver flags to the opponent’s point. Flags can only be taken by red team players. When playing for the blue (defending) side, it is necessary to protect the point and prevent the attacking side from delivering flags. Games in ASL mode are limited either by a certain number of points or by time.


The team is victorious if they accumulate the most points before the battle timer runs out, or if the objective of the battle has been successfully fulfilled.
Unlike '''DM''', '''TDM''', '''CTF''' and '''CP''', Assault is not a regular game mode and was only introduced short term during the New Year's celebrations in 2022, 2023 and 2024


== Format Battles ==
== Format Battles ==

Revision as of 15:53, 14 May 2024

BattleModes.png

Introduction

Battles are required to have one of the four essential game modes of any map, if they are available within the selected map.

Deathmatch [DM]

Main article: Deathmatch

Deathmatch (Every man for himself or DM)

The goal is to destroy as many opponents as possible. Unlike team battles, in Deathmatch everything depends entirely on you. Games in Deathmatch mode are limited either by the number of destroyed tanks (frags) or by time.

Team Deathmatch [TDM]

Main article: Team Deathmatch

Team Deathmatch (Team Deathmatch or TDM)

One of the easiest modes in the game. The goal is to destroy more tanks than the opposing team. Games in TDM mode are limited either by the number of kills or by time.

Capture the Flag [CTF]

Main article: Capture the Flag

Capture the Flag (Capture the Flag or CTF)

Classic team battle mode. The team's goal is to arrive at the enemy base, take the flag and take it back to their base more times than the opponent. For successful delivery, you must deliver the flag to the flagpole at your base, and your flag must be in place. Games in CTF mode are limited either by the number of flags delivered or by time.

Control Points [CP]

Main article: Control Points

Control Points (CP)

Teams battle for control over points scattered across the map. Points are periodically counted based on how long each team holds them. The more points a team captures, the quicker they accumulate points. Victory goes to the team that outpaces their opponent and reaches the objective first. CP mode games have either a set point threshold or a time limit.

Assault [ASL]

Main article: Assault

Assault (Storm or ASL)

Asymmetrical battle mode, where each team has its own task. When playing for the red (attacking) side, you need to deliver flags to the opponent’s point. Flags can only be taken by red team players. When playing for the blue (defending) side, it is necessary to protect the point and prevent the attacking side from delivering flags. Games in ASL mode are limited either by a certain number of points or by time.

Unlike DM, TDM, CTF and CP, Assault is not a regular game mode and was only introduced short term during the New Year's celebrations in 2022, 2023 and 2024

Format Battles

See also: Guide to XP/BP

Format battle is a battle that is played using a specific combination of turrets and hulls, or according to a specific set of rules.

Hornet and Railgun (XP)

  • Hull: Hornet M2 / M3
  • Turret: Railgun M2 / M3
  • Format does not include: Rearm (turret/hull change availability)

Wasp and Railgun (BР)

  • Hull: Wasp M2 / M3
  • Turret: Railgun M2 / M3
  • Format does not include: Rearm (turret/hull change availability)

Hornet/Wasp and Railgun (ХР/ВР)

  • Hull: Hornet or Wasp M2 / M3
  • Turret: Railgun M2 / M3
  • Format does not include: Rearm (turret/hull change availability)

Parkour

  • Supplies do not have any cooldown durations. They are available for activation at any time.
  • Players do not receive experience points for destroying enemy tanks, capturing flags, or controlling points.
  • The battle fund is fixed at 0 and does not grow.
  • Mines can be deployed instantly.

Trivia

  • A specific format battle. The term "XP" is an acronym for "Хорнет," which stands for "Hornet" in Russian, and "Рельса" which stands for Railgun in Russian. While the letter "B" in "BP" stems from "Васп," which stands for "Wasp" in Russian, as the letter "P" stands for Railgun, or "Рельса".
  • You could also hear the term "XR/VR" because of the pronunciation of the actual Russian terms for both Hornet and Wasp.