(This thread is a work in progress, forgive the incompleteness)
TeamStyle
Teamstyle is an objective game mode class mod designed around team play through class synergy, class relationship, and the presence of abilities found in no other class mod as of this time. Taking inspiration from a number of team based class shooters like Team Fortress 2, Overwatch, Dirty bomb, Splatoon, and more as well as just general ideas from other games we’ve applied.
The mod doesn’t just stop at classes though, it incorporates a number of features and design choices at the interest of adding tactical options, these include:
~The ability to walk and shoot through allies
~Damage falloff, raising range variance and the importance of placement.
~Numerical damage display
~Internal respawn system
~The ability to see the health of allies (as a support class)
And features that will be coming in soon:
~Team communication commands (call help, call medic)
~See class distribution among your team via Automap
~Scoreicons for all classes
How is there any more teamplay in this mod than Class based Modification or Unholy?Teamplay is largely facilitated by classes being designed around specific roles, each have a primary job in the game and are built to perform that job as efficiently as possible, rather than being exclusively centered around fast passed DPS, many classes either employ the threat of damage to hold an area and keep enemies back, or are about more than just dealing damage, some can heal allies, generate shields to deflect oncoming fire, or debuff opponents to weaken them a good deal.
But the most important aspect of the mod is the fact that classes are balanced around one another, each can be checked by another class or another strategy available to the player, and success is achieved by adapting ones strategies and decisions around what strategies the opponent is using.
Is everyone crowded in a big clump and sending waves of firepower your way? Some explosive wielding classes can help clear things up, and some shielding classes can redirect the damage from the team.
Is a long ranged class locking the area down? Try a speedy flanker and see if you can remove him, or use another long ranged class to take him on.
Is your team unable to last through the enemy’s defenses? Probably time to roll a healer and help sustain the team long enough to take them down.
[+]======================[+]
Teamstyle Class and mechanics guide
[+]======================[+]Basic mechanics:Damage falloff
Ranges
Blast jumping
Double jumping
Class Guide:Offense Classes:Fighter
Scorcher
Scout
Cannoneer
Breaker
Copter
Boiler
Steelix
Defense Classes:Bomber
Marksman
Ranger
Gunner
slick
Heavy
Sparky
Orbular
Psychic
Support Classes:~~Basic Mechanics~~Damage falloff:Unique to teamstyle is damage falloff, where projectiles deal damage relative to how far they are from the person that shot it upon hitting something. The vast majority of weapons have it, and at different rate as well. Damage falloff makes range play a much more important role in combat, as classes have an optimal range where their weapon deals the most solid damage per hit. Bullets speed and spread is generally a good indication of where a weapon’s ideal range is, but how long till a weapon’s damage falls, how quickly it falls, and how low it can possibly go varies from weapon to weapon.
Damage falloff is what can give one class an advantage over another, as their DPS changes based on their distance from one another. Within close to mid range two classes could be equally effective, but from further away, one may still do more damage after falloff than the other, giving him the edge.
Range:As mentioned, with damage falloff being a significant part of the mod’s design, knowing what constitutes as long ranged, mid ranged, and close ranged is important information for knowing how to address any situation, so here’s an explanation on that.
Close Range [200mu or less]
Things are up close and personal here, most classes work well in this range, but some outright excel at this range, to where being anywhere in this zone around them is asking for trouble.
Ideal classes for this range:
Steelix
Scout
Scorcher
Heavy
Slick
Sparky
CombatMedic
Mid Range [500mu to 200mu]
Where most fights happen, this is the general distance the community is used to fighting in, the vast majority of classes also work well in this range.
Ideal Classes for this range:
Fighter
Scorcher
Scout
Cannoneer
Breaker
Boiler
Bomber
Marksman
Slick
Ranger
Sparky
Orbular
Psychic
Nurse
Chemist
Combtmedic
Mid-long Range [900mu to 500mu]
Things are a bit further away now and damage falloff often starts to be near it’s end for many classes, but this zone is a pretty comfortable area for explosive wielders and spike damage classes, explosion wielders can be safe out of the blast radius of their own weapons, and spike damage classes have the time needed to land stronger yet infrequent shots.
Long ranged classes in general are particularly good here also.
Ideal Classes for this range:
Fighter
Cannoneer
Boiler
Breaker
Copter
Bomber
Marksman
Gunner
Ranger
Psychic
Long Range [1400mu to 500mu]
Most classes deal minimal damage here, but a fair number work quite well at this distance, giving them a distinct edge in this situation. Projectiles come at a slower pace in long ranged fights as leading your shots is key here.
Ideal Classes for this range:
Cannoneer
Boiler
Copter
Marksman
Gunner
Ranger
Psychic
Extreme long Range [1400mu or more]
Few classes work well at this distance, but the ones that can have quite the upper hand in this scenario, with enough time to react to oncoming fire and the ability to still deal good damage this far, classes that work in this range can have some significant map control when played well.
Ideal Classes for this range:
Cannoneer
Copter
Marksman
Ranger
Psychic
Blast Jumping:
Blast jumping is the act of detonating an explosive beneath you in order to propel yourself across great distances at the cost of some health, it’s an important tool for many offense classes as it allows for higher movement across the map, and since you take reduced self damage by blast jumping, the cost isn’t so crippling that it makes the act too risky to consider.
Blast jumping in Teamstyle is a simpler process than rocket/sticky jumping in TF2, as detonating an explosive beneath you will launch you forward regardless of where the explosion was relative to your position. But it’s also an important tool to utilize when on the offense, as it can get you to the frontline in no time, and reach shortcuts that would normally be inaccessible to other classes.
A number of classes within the offense category can blast jump, this includes the fighter, the cannoneer, the breaker, and the boiler. Only one defense class can blast jump, that being the bomber. No support classes so far are able to blast jump, so keep that in mind before leaving your healer in the dust.
~Offense Classes~
Offense classes are designed around assaulting an objective, these are the ones that push onto the key entity of interest and will fight whatever stands in their path. These classes have generally high mobility, Their DPS varies but they are usually equipped with means to get around or through defenses.
[+]=====|The Fighter|====[+]
HP: 175
Speed: Above Average
The balanced and reliable frontlines class, the fighter is a highly adaptive offense class with great mobility and damage output. Equipped with the assault buster, a semi auto weapon equipped with a built in missile launcher; the fighter is able shoot 25 rounds at a steady rate with his mainfire before needing to reload, the first 5 rounds upon firing coming out in a rapid burst, allowing the fighter to do quick spurts of damage when working behind cover.
And when you need a bit more burst damage, the assault missiles can come into play, using the altfire will launch a swift missile that deals damage within a splash radius but also does bonus damage on direct hits. Direct hits are great but it has a healthy splash radius, so aim within a target’s area on the floor if they are too fast to hit directly, Great for dealing with both swift but frail opponents or knocking a dent into bulkier but slow foes with direct hits.
But damage isn’t it’s only purpose, fire the missile at your feet and you can send yourself flying high and far, navigate the map quickly by blast jumping and get to high ground in no time!
~Defense Classes~
Defense classes are all about protecting an entity of interest by obstructing pathways to it, and eliminating threats efficiently. Despite what the name may usher (for those used to RPGs), these classes tend to have very high damage potential, and use said damage potential to hold attackers from advancing or wiping them out when they do bypass defenses. Conversely, most defense classes usually aren’t too mobile, and depend heavily on being in the right position to be at their most effective.
~Support Classes~
Support classes are centered around using non damaging or auxiliary abilities to keep their allies in the fight and lean things in their teams favor, supports possess talents that are valuable both on the offensive and defensive, and see themselves in both situations often. While the current selections of supports are all able to heal, support isn’t strictly healing. They can augment allies or weaken enemies, all while still contributing DPS when it’s needed.
F.A.Q[+]=================[+]Q:Can I suggest/submit a class idea?
A: sure thing! I’m always open to ideas for new classes, just remember that the class should be defined by what it offers to the team, not how it plays. I don’t want to have multiple classes that deal the same damage at the same range and do the same things but just do them differently. Also remember that I have the final say on statistics, if a class that was suggested or even submitted to me ends up throwing the game’s balance way out of line, I will act immediately to tune it at the interest of a better playing experience, even without your consent. Worse case scenario I may outright remove it, I’ve done it with my own classes before.
Q: Wait, the Sniper has damage falloff? Doesn’t that defeat the purpose?
A: marksman is more of a long distance burst damage class than he is a traditional FPS sniper, he still does far more damage from a distance than any other class, but since he only get’s bodyshots here I felt it would be better for the recipient since if far enough, a fatal shot could become near fatal, which would lead the victim to fall back. The marksman still removed the victim for a moment while the victim has the opportunity to avoid dying and having to respawn if he so chooses.
Q: Does this mod have a discord chat?
A: indeed! the link is here:
https://discord.gg/YQBGyZ5