When there are teammates nearby, the JACK carrier is not marked for death. After the invulnerability wears off, the JACK carrier is marked for death whenever no teammates are nearby. When stolen (through melee hit) or intercepted from an enemy player, the JACK gives its new carrier a brief speed boost and even briefer invulnerability. The JACK carrier has the ability to see both teammates and enemies through walls. The JACK becomes neutral when it touches the floor after being thrown and resets after some time. It is also possible to steal the JACK from your own teammate in this way if the player holds it for too long, which is useful in a pub setting to counteract griefers who refuse to give up the JACK. However, it can be stolen if an enemy strikes the player with their melee weapon. The JACK can be thrown or passed to teammates in view via the primary fire button. Players carrying the JACK, called the "JACK carriers", are unable to use any weapons. The JACK may be picked up from the ground, thrown using primary fire, and stolen by hitting the JACK carrier with melee. Otherwise, the team with the most points wins when time runs out.Īt the beginning of the round, after successful goals, or after the previous JACK lays dormant on the ground for a while, a fresh JACK is dropped by the JACK Dispenser at the center of the map, at which point a whistle is blown. By default, the scoring limit is five the team that first reaches this limit wins. Players must take the ball and successfully score it in one of the opposing team's goals. A neutral ball, called the JACK, spawns near the center of the map. All of the current PASS Time maps are symmetrical.
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