Capture the Flag: Difference between revisions
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Pyro is a defensive/ranged class, armed with unenchanted leather armor, a diamond axe, four healing steaks, an explosive bow, 25 arrows, and a 24 durability flint and steel. Pyros are passively immune to 50% of all fire related damage. When the Pyro releases a fully charged shot, if the arrow hits a block, it explodes, igniting all enemies in a small radius. If an ignited player is hit with the Pyro's diamond axe, they are instantly killed. Pyros are another key asset in the flag room, as a well placed explosion and axe combo can turn flag capturing classes into dust in an instant. Pyros are also great for Ninja checking, as they can ignite invisible Ninjas lurking around the flag room with their bow or by surrounding the area in flames with their flint and steel. | Pyro is a defensive/ranged class, armed with unenchanted leather armor, a diamond axe, four healing steaks, an explosive bow, 25 arrows, and a 24 durability flint and steel. Pyros are passively immune to 50% of all fire related damage. When the Pyro releases a fully charged shot, if the arrow hits a block, it explodes, igniting all enemies in a small radius. If an ignited player is hit with the Pyro's diamond axe, they are instantly killed. Pyros are another key asset in the flag room, as a well placed explosion and axe combo can turn flag capturing classes into dust in an instant. Pyros are also great for Ninja checking, as they can ignite invisible Ninjas lurking around the flag room with their bow or by surrounding the area in flames with their flint and steel. | ||
{{Slot|[Pyro Axe]Diamond Axe}}{{Slot|Steak,4[Right-click to restore health!]}}{{Slot|[Explosive Bow]Bow[&7Shoot the floor for a firey explosion!]}}{{Slot|Arrow,25}}{{Slot|[test]Flint and Steel[ | {{Slot|[Pyro Axe]Diamond Axe}}{{Slot|Steak,4[Right-click to restore health!]}}{{Slot|[Explosive Bow]Bow[&7Shoot the floor for a firey explosion!]}}{{Slot|Arrow,25}}{{Slot|[test]Flint and Steel[test]}}{{Slot|Leather Cap}}{{Slot|Chainmail Chestplate}}{{Slot|Leather Pants}}{{Slot|Leather Boots}} | ||
==Callouts== | ==Callouts== |
Revision as of 23:34, 30 October 2023
Capture the Flag, or more commonly known as ParallelCTF, is a capture the flag gamemode ran on the Parallel Events server heavily inspired by the early days of the MCCTF server (now known as Brawl). The gamemode currently features 9 different playable classes, each with special loadouts and abilities. Each team has 30 minutes to capture the other team's flag and reach the required number of flag captures or have the most flag captures before the timer runs out.
Classes
The 9 playable classes are listed below, each with their loadout, abilities, and other information about the class. Currently, all 9 classes are playable by anyone.
Tank
Tank is the most basic class, with full unenchanted diamond armor, a diamond sword, and three healing steaks (4 hearts each). While lacking in abilities, Tank is a solid all around class with many applications in offensive and defensive situations.
Medic
Medic is a support class, armed with unenchanted gold armor, a Sharpness I golden sword, six healing steaks and three Web Balls (snowballs). As passive abilities, Medics have infinite Fire Resistance and Water Breathing, as well as passive regeneration of half a heart every three seconds. When a Medic clicks on a teammate, they are given Regeneration V for 5 seconds, as well as having their kit fully replenished. A player can only be healed this way every fifteen seconds. A Medic can also throw a Web Ball to spawn a cobweb where it lands. Medics are crucial to any team, providing item restocks and health to many classes that need them. While mainly used on defense, Medics can team up with an ally to become an unstoppable force on the battlefield, or attack solo with their plentiful supply of healing steaks and passive regeneration.
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Soldier
Soldier is an offensive class, with full unenchanted iron armor, an iron sword, and 4 healing steaks. Soldiers are immune to fall damage, and can right click on a wall to slowly climb it. Soldiers are unable to climb barrier blocks, to prevent the Soldier from becoming unreachable by many classes. Soldier is a solid choice for flag capturing as their wall climbing ability works even while holding the flag, allowing the Soldier to outrun many classes and leaving them confused.
Archer
Archer is a ranged class, with unenchanted chainmail armor, a stone sword, a Punch I bow, four healing steaks, and two stacks of arrows. If an Archer pulls back their bow all the way and hits a player from 30+ blocks away, the shot is counted is a snipe and the victim is immediately killed. Archer is a great defensive class for hunting down flag carriers, as their snipe ability can stop a flag carrier in their tracks. The Punch I bow gives some assistance in knockback for up close and personal interactions with the enemy.
Assassin
Assassin is an offensive class, with gold boots, an iron sword, a piece of redstone dust, and two pieces of sugar. When an Assassin right clicks their redstone, they are able to instakill anyone for 2 seconds. If they succeed in assassinating an enemy, they are given a bonus Strength II buff for a few seconds. When they right click their sugar, they are given Speed III for 6 seconds. Both the Assassinate and Speed abilities take 15 seconds to replenish, respectively. Assassins are another great offensive class for hunting down flag carriers and making easy work of stronger classes that may pose a threat to them due to their lack of armor. Their Speed ability outspeeds any other class in the game, allowing the Assassin to catch up to any unsuspecting target.
Chemist
Chemist is a support class, with a leather helmet and boots, Protection II gold chestplate and leggings, an iron sword, and a wide array of potions at their disposal. The potions available to them are listed below. Chemists have an energy bar that is spent when they throw potions. Harming, Healing, and Poison potions take the most amount of energy to throw, while the other potions each take slightly less. Chemists are a great asset to any team, as their potions can help solve any problem, whether it is a teammate on fire, a need for health without a Medic, and needing to reach higher places. A well timed Strength/Speed potion at the start of the game can be very beneficial for the entire team, allowing them to reach the other team quicker and having the upper hand with Strength.
Item | Item Description |
---|---|
Chemist Sword | |
20 | Instant Damage II |
8 | Poison II (0:05) |
5 | Instant Health III |
5 | Regeneration III (0:16) |
3 | Strength (3:00), Speed (3:00) |
5 | Fire Resistance (0:30) |
3 | Jump Boost III (0:05) |
Leather Helmet | |
Golden Chestplate (Protection II) | |
Golden Leggings (Protection II) | |
Leather Boots |
Dwarf
Dwarf is a defensive class, with chainmail boots and a helmet, diamond chestplate and leggings, a Netherite sword, and three healing steaks. The Dwarf has permanent Slowness and cannot sprint, however their passive ability makes up for it. Whenever a Dwarf is sneaking and holding their sword, their energy bar slowly fills, and gives the sword enchantments for each level gained, at a maximum of 10 levels. Every level, a level of Sharpness is given, every three levels, a level of Knockback is given, and every five levels, a level of Fire Aspect is given, making the Dwarf's maximum sword have Sharpness X, Knockback III, and Fire Aspect II. Dwarves are also immune to knockback of any kind, and at level 10, are immune to fire and harmful potions. Dwarves are a devastating defender in the flag room, making easy work of most classes at max level, however unsneaking to gain some extra ground causes their energy bar to rapidly decrease, making staying sneaking a priority.
Level 0
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Level 10
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Ninja
Ninja is an offensive class, with no armor, a Sharpness V gold sword, 10 ender pearls, 10 Smoke Bombs (eggs), and 64 redstone dust. Ninjas have permanent Speed II. When holding their redstone dust, they become invisible to both teams. While holding the redstone dust, it rapidly depletes at a rate of 2 dust/sec when sneaking, 4 dust/sec when walking, and 12 dust/sec when sprinting. Ninjas can also sneak with their sword out to slowly regenerate health. Ninjas play a major role in flag capturing, as their invisibility and ender pearls allow them to have free movement around the map without being seen, and a well placed ender pearl can lead to a flag capture in seconds. Ninjas can also play an assassin role as sneaking up to an unsuspecting weaker class can be beneficial, however with their lack of armor stronger classes or other Ninjas are much more of a threat.
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Pyro
Pyro is a defensive/ranged class, armed with unenchanted leather armor, a diamond axe, four healing steaks, an explosive bow, 25 arrows, and a 24 durability flint and steel. Pyros are passively immune to 50% of all fire related damage. When the Pyro releases a fully charged shot, if the arrow hits a block, it explodes, igniting all enemies in a small radius. If an ignited player is hit with the Pyro's diamond axe, they are instantly killed. Pyros are another key asset in the flag room, as a well placed explosion and axe combo can turn flag capturing classes into dust in an instant. Pyros are also great for Ninja checking, as they can ignite invisible Ninjas lurking around the flag room with their bow or by surrounding the area in flames with their flint and steel.
Callouts
ParallelCTF also features many chat callouts teams can use to alert their team of their surroundings or alert a friendly support for assistance. The callouts are only sent to the team that send the command, and not to the opposing team. These currently include the following:
- /d, "Defend!"
- /md, "Medic!"
- /b, "Need Buffs!"
- /c, "Careful!"