Tech Sheet

From PromodeWiki

22nd Sep 2006 - CPM Ruleset 1.38

Contents

Spawns

Player

Loadout is: 100 health, 50 bullets, MG, Gauntlet
Minimum limbo time is 0.5 second
Maximum limbo time is 3.5 seconds

Biased Player Spawns

1.35 and below: Minimise streaks of "cheap luck". Biased player respawns mean that a player CAN respawn at any spawnpoint, but is more likely to respawn some distance from where he died.
1.37 and above: Q4MAX spawn system. Prevents proximity spawn killing. "Far half from killer". Once you die, your spawn point is randomly selected from anywhere in the opposite half of the map of where the killer is. This prevents lucky spawn killing, and at the same time, preventing furthest predictable spawns like in vq3.

Weapons

DM - 15/5 seconds (map dependant).
TDM - 30 seconds
CTF - 5 seconds
FFA - Weaponstay

Items

Ammo boxes - 30 seconds
Health - 30 seconds
Armour / NTF Packs - 25 seconds
Normal MegaHealth - 20 seconds after wear off (i.e. after player health drops to 100)
Simple MegaHealth - 35 seconds

Powerups

Quad/Haste/Regen - 90 seconds (default)
BS/Invis - 3:00 (default. Spawn is Quad spawn * 2)
Initial spawn time is a 15-second window, starting at 00:15 (i.e 19:45-19:30 on cpm clock).
Initial PU spawns are synced
Suicide (/kill) Penalty is 2500ms

Movement

Speed

Crouching - 80 ups
Walking - 160 ups
Running - 320 ups
Double Jump Window - 400ms
Haste adds 25% boost to base speed and dragpoint.

Capture The Flag

Flag Weight is 50% off your "top" speed so if running speed is 320, drag starts at 640 ups, Flag Carrier drag starts at 480 ups. Haste NEGATES flag weight rather than boosting speed.
CPMA has no footstep sounds.

Damage

Armour

GA protects 1:1, first pickup 50, second adds 50
YA protects 2:1, first pickup 100, second adds 50
RA protects 3:1, first pickup 150, second adds 50
Armour decays in Clan Arena modes only.
RA > 150YA crossover point is 133RA
YA > 100GA crossover point is 75YA

World

Falling Damage - 5 for "soft" landings, 10 for hard ones
Liquid Damage - lava does 40/sec, slime does 16/sec
Drowning damage starts at 00:12 seconds, damage is cumulative (i.e 4/6/8/10/12/14/15 damage/sec)

Powerups

Quad is "true", i.e. 4x damage.
Battlesuit protects at 75% + only direct hits damage
Splash weapons use consistent directional knockback rules. (baseq3 has completely different behaviour for direct hits vs splash)

Weapons

200ms switch from G/MG to non-spawn weapons.
Does not apply to first switch so you can grab a weapon after respawning and use it immediately.

Packs contain current weapon and max of one box of ammo for each weapon in DM, and one "loadout" (the weapon's initial ammo count) for each in team games.

Gauntlet Grenade Launcher (GL) Rail Gun (RG)
Damage - 50 health/pummy

Half Knockback
Range - 32 units

Reload - 400ms
Damage - 100 health/grenade

Splash Radius - 150 units
Normal Knockback
Reload - 800 ms
Velocity - 800 ups
Fuse - 2s
Ammo - 5 at pickup; 5 per box; 25 max

50% self damage
Damage - 80 health/rail

100% Knockback
Reload - 1250 ms

Ammo - 5 at pickup; 5 per box; 25 max
Machine Gun (MG) Rocket Launcher (RL) Plasma Gun (PG)
Damage - 5 health/shot

Spread - 100% (5 units)
Normal Knockback
Rate Of Fire - 10 shots/sec

Ammo - 50 initial loadout; 25 per box; 200 max
Damage - 100 health/rocket

Speed - 1000 units/sec
Splash Radius - 120 units
100% Knockback
Reload - 800 ms
Ammo - 5 at pickup; 5 per box; 25 max

50% self damage
Damage - 18 health/shot

Speed - 2000 units/sec
Splash Radius - 20 units
Splash Damage - 15 units
100% Knockback
Rate Of Fire - 10 shots/sec.
Ammo - 100 at pickup; 50 per box; 100 max

50% self damage
Shotgun (SG) Lightning Gun (LG) BFG10K (BFG)
Damage - 16 pellets, 6 damage/pellet

Spread - 900 units (non-random)
+ 1/3 Knockback
Reload - 950ms

Ammo - 5 at pickup; 5 per box; 25 max
Damage - 10 health/shot

150% Knockback
Range - 768 units
Reload - 66ms
Ammo - 50 at pickup; 50 per box; 150 max

100ms cooldown
Damage - 100 health/shot

Speed - 1800 units/sec
Splash - None
100% Knockback
Reload - 1250ms
Ammo - 5 at pickup; 5 per box; 25 max

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