With the 2v2 Tournament start drawing near, we are delighted to release the Official Gametypes for you to start practising with, in advance of the first tournament map release. 'Urban' will be released on Sunday the 17th of August.
Each round will be played on a specific map and you'll play three matches per round. The map author will have chosen two of the objective gametypes below which play best and they shall be the gametypes played, alongside slayer. In this way each round will be different above and beyond having to master the nuances of a new map each week.
The best teams will start practising on the tournament settings right away, so check them out with your partner to give you the edge come round one. If you haven't signed up for the 2v2 Faceoff yet, there's still time to register (but not that long)!
Find a Partner Here
Register Your Team Here
Good luck!
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The Team Slayer variant is very similar to the default settings. Score limit is to 25, with a respawn time of 5 seconds. Quick respawn times along with no time limit means that teams need to play to win. The slayer variant also functions as the deciding game in the event of a tie.
King of the Hill is also quite similar to the default. Score limit is to 200, with a 15 minute time limit and 5 second respawn time. But the similarities end there. In a contested hill, you will still gain one point per second, and if you have two people inside the hill, you will gain two points per second. Do you both pile into the hill for maximum points but maximum risk, or should one of you stay back and find a position to cover and protect? Hill movement is 1 minute and in a sequence designated by the map maker.
Team Oddball is quite different from the default settings. Score limit is 75, with a round limit of 15 minutes and 5 second respawn time. You might be thinking "that score limit is far too low" - but hold up. Only the lowest score on your team counts, so if you have 30 seconds of ball time and your teammate has 10, then only the 10 points count. To win, you must both get 75 seconds, or your team's lowest score must be higher than theirs. Ball carrier traits are 50% Damage, 90% Speed, 0% Shield Recharge and Waypoint: Yes.
For 2 sided VIP, the score limit is 10 with a round time limit of 15 minutes and a 5 second respawn time. You gain 1 point for a VIP kill, and the next VIP is decided by the next person to die after the VIP. The VIP traits are 2x Overshield and 50% shield recharge with Motion Sensor: None and Waypoint: No.
In our 2 Flag variant you'll need 3 caps to win and the round time limit is 15 minutes. Your own team's flag must be at home to score, and with 50% damage for the flag carrier it's not as simple as grab and smack. 5 second respawns coupled with Return time: 15 seconds and Reset time: 30 seconds and you'll need a skilful play to grab that point, although whilst carrying the flag you won't have a waypoint over your head. Finally, there's a 30 second duration for sudden death.
Our 1 Flag variant retains the flag carrier damage of 50%, flag return and reset time and sudden death duration of 2 Flag. There are 4 rounds, each 3 minutes in length, with a waypoint on the flag carrier - so capping will take a concerted effort but always reward a solid team play. Respawn time is 10 seconds, so defenders need to shore up their flag defence and stay alert right the way through the round.