Red Faction: Guerrilla Custom Gamemodes: Difference between revisions
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Red Faction: Guerrilla has numerous options available in the custom game settings menu to tailor particular gamemode experiences. With the right combination of settings, each game experience can have a wide range of variability. | Red Faction: Guerrilla has numerous options available in the custom game settings menu to tailor particular gamemode experiences. With the right combination of settings, each game experience can have a wide range of variability. | ||
By restricting the mode to particular weapons or backpacks, with increases or decreases to health and movement speed, while selecting | By restricting the mode to particular weapons or backpacks, with increases or decreases to health and movement speed, while selecting a map and gamemode that suits the selected settings, each game of Red Faction: Guerrilla can feel fresh, unique, and fun. | ||
This page outlines combinations and specific settings which work well together to create unique experiences. Players are encouraged to make changes or attempt entirely new combinations of settings that compliment each other in order to create fun new experiences. | This page outlines combinations and specific settings which work well together to create unique experiences. Players are encouraged to make changes or attempt entirely new combinations of settings that compliment each other in order to create fun new experiences. | ||
=Rhino Mines= | =Custom Gamemodes= | ||
Several types of games work best with majority of options set one specific way. Primarily, these gamemodes limit players to specific weapon and supplementing backpack combinations in order to force certain types of engagements. | |||
==Rhino Mines== | |||
Players have unlimited proximity mines, no other weapons. Bagman forces all players toward the same point, congesting players into inevitable minefields. The rhino backpack provides brief invulnerability, allowing not just an offensive tool but potential safe triggering of mines. Concussion on the map provides the bagman an option for an extra layer of defense. | Players have unlimited proximity mines, no other weapons. Bagman forces all players toward the same point, congesting players into inevitable minefields. The rhino backpack provides brief invulnerability, allowing not just an offensive tool but potential safe triggering of mines. Concussion on the map provides the bagman an option for an extra layer of defense. | ||
{| class="wikitable" style="width: 400px;" | {| class="wikitable" style="width: 400px;" style="text-align:left;" | ||
|- style="vertical-align: top;" | |- style="vertical-align: top;" | ||
! scope="row" style="width: 40%;"| Gamemode | ! scope="row" style="width: 40%;"| Gamemode | ||
| style="width: 60%;" | Bagman | | style="width: 60%;" | Bagman | ||
|- style="vertical-align: top;" | |||
! Suitable Maps | |||
| Small, flat - [[Sand Pit]], [[Crash Site (RF:G)|Crash Site]] | |||
|- style="vertical-align: top;" | |||
! Map Backpacks | |||
| Concussion only | |||
|- style="vertical-align: top;" | |||
! Starting Backpack | |||
| Rhino | |||
|- style="vertical-align: top;" | |||
! Unlimited Ammo | |||
| Yes | |||
|- style="vertical-align: top;" | |- style="vertical-align: top;" | ||
! Starting Weapons | ! Starting Weapons | ||
Line 20: | Line 35: | ||
! Map Weapons | ! Map Weapons | ||
| None | | None | ||
|- style="vertical-align: top;" | |||
|} | |||
==Musketeers== | |||
Players have shotguns and low health, leading to rapid time-to-kill engagements. Firepower adds even further kill range. | |||
{| class="wikitable" style="width: 540px;" | |||
|- style="vertical-align: top;" | |||
! scope="row" style="width: 40%;"| Gamemode | |||
| style="width: 60%;" | Anarchy | |||
|- style="vertical-align: top;" | |||
! Suitable Maps | |||
| Small, flat, close-quarters - [[Compound]], [[Deadzone]] | |||
|- style="vertical-align: top;" | |||
! Map Backpacks | |||
| None | |||
|- style="vertical-align: top;" | |||
! Health | |||
| 50% | |||
|- style="vertical-align: top;" | |||
! Movement Speed | |||
| 130% | |||
|- style="vertical-align: top;" | |||
! Starting Backpack | |||
| Firepower | |||
|- style="vertical-align: top;" | |- style="vertical-align: top;" | ||
! Unlimited Ammo | ! Unlimited Ammo | ||
| Yes | | Yes | ||
|- style="vertical-align: top;" | |||
! Starting Weapons | |||
| Shotguns | |||
|- style="vertical-align: top;" | |||
! Map Weapons | |||
| None | |||
|- style="vertical-align: top;" | |||
|} | |||
==Instagib== | |||
At normal settings, grinders along with snipers and rail drivers both deal at least 50% damage in a single hit. For instagib, health is set at 50% so that any hit is a one shot kill. These two settings can work as a chaotic gamemode (bagman on small map) or in a more careful, tactical mode (snipers, large map). | |||
Backpacks can be added to compliment the other settings. Vision can be provided for sniper modes to help players find each other, jetback can be used on grinder modes to provide another dimension of movement for both offense and defense. | |||
Grinders: | |||
{| class="wikitable" style="width: 400px;" style="text-align:left;" | |||
|- style="vertical-align: top;" | |||
! scope="row" style="width: 40%;"| Gamemode | |||
| style="width: 60%;" | Bagman | |||
|- style="vertical-align: top;" | |||
! Suitable Maps | |||
| Small, medium | |||
|- style="vertical-align: top;" | |||
! Health | |||
| 50% | |||
|- style="vertical-align: top;" | |||
! Respawn Timer | |||
| Increased - ~7 seconds | |||
|- style="vertical-align: top;" | |||
! Map Backpacks | |||
| Any | |||
|- style="vertical-align: top;" | |||
! Starting Backpack | |||
| Jetback, or any | |||
|- style="vertical-align: top;" | |||
! Unlimited Ammo | |||
| Yes | |||
|- style="vertical-align: top;" | |||
! Starting Weapons | |||
| Grinder | |||
|- style="vertical-align: top;" | |||
! Map Weapons | |||
| None | |||
|- style="vertical-align: top;" | |||
|} | |||
Snipers: | |||
{| class="wikitable" style="width: 400px;" style="text-align:left;" | |||
|- style="vertical-align: top;" | |||
! scope="row" style="width: 40%;"| Gamemode | |||
| style="width: 60%;" | Anarchy | |||
|- style="vertical-align: top;" | |||
! Suitable Maps | |||
| Large | |||
|- style="vertical-align: top;" | |||
! Health | |||
| 50% | |||
|- style="vertical-align: top;" | |||
! Map Backpacks | |||
| None | |||
|- style="vertical-align: top;" | |- style="vertical-align: top;" | ||
! Starting Backpack | ! Starting Backpack | ||
| | | Vision, jetback, or none | ||
|- style="vertical-align: top;" | |||
! Unlimited Ammo | |||
| Yes | |||
|- style="vertical-align: top;" | |||
! Starting Weapons | |||
| Sniper, or Rail Driver | |||
|- style="vertical-align: top;" | |||
! Map Weapons | |||
| None | |||
|- style="vertical-align: top;" | |||
|} | |||
==Flushed Away== | |||
Gutters and concussion only on [[Puncture]]. Normal bagman gameplay but players will often be humourously "flushed" down the center hole with concussion. | |||
*Gutters are not inherently necessary. | |||
{| class="wikitable" style="width: 400px;" style="text-align:left;" | |||
|- style="vertical-align: top;" | |||
! scope="row" style="width: 40%;"| Gamemode | |||
| style="width: 60%;" | Bagman | |||
|- style="vertical-align: top;" | |||
! Map | |||
| [[Puncture]] | |||
|- style="vertical-align: top;" | |||
! Map Backpacks | |||
| None | |||
|- style="vertical-align: top;" | |||
! Starting Backpack | |||
| Concussion | |||
|- style="vertical-align: top;" | |||
! Starting Weapons | |||
| Gutter | |||
|- style="vertical-align: top;" | |||
! Map Weapons | |||
| None | |||
|- style="vertical-align: top;" | |||
|} | |||
==Meat Grinder== | |||
Sledgehammers-only, fastest movement speed with fleetfoot backbacks on the smallest map. Bagman forces all players into cascading sledgehammer grinders. Unsportsmanlike players with hide up the stairs as the second floor is not reachable with the hammer from the first floor. | |||
{| class="wikitable" style="width: 400px;" style="text-align:left;" | |||
|- style="vertical-align: top;" | |||
! scope="row" style="width: 40%;"| Gamemode | |||
| style="width: 60%;" | Bagman | |||
|- style="vertical-align: top;" | |||
! Map | |||
| [[Quarantine]] | |||
|- style="vertical-align: top;" | |||
! Map Backpacks | |||
| None | |||
|- style="vertical-align: top;" | |||
! Starting Backpack | |||
| Fleetfoot | |||
|- style="vertical-align: top;" | |||
! Starting Weapons | |||
| None - Sledgehammers only | |||
|- style="vertical-align: top;" | |||
! Map Weapons | |||
| None | |||
|- style="vertical-align: top;" | |||
|} | |||
==Stealth Shotguns== | |||
A specific combination of settings suitable for some team objective gamemodes. Players have shotguns and stealth backpacks, leading to tactical gameplay. | |||
{| class="wikitable" style="width: 400px;" | |||
|- style="vertical-align: top;" | |||
! scope="row" style="width: 40%;"| Gamemode | |||
| style="width: 60%;" | Capture the Flag, Damage Control | |||
|- style="vertical-align: top;" | |- style="vertical-align: top;" | ||
! Suitable Maps | |||
| Any - flatter works best | |||
|- style="vertical-align: top;" | |||
! Map Backpacks | ! Map Backpacks | ||
| | | Default | ||
|- style="vertical-align: top;" | |||
! Starting Backpack | |||
| Stealth | |||
|- style="vertical-align: top;" | |||
! Starting Weapons | |||
| Shotgun | |||
|- style="vertical-align: top;" | |||
! Map Weapons | |||
| Default | |||
|- style="vertical-align: top;" | |||
|} | |||
==Fallout Tanks== | |||
Players are slow, with infinite thermobaric rockets. Gamemode is anarchy, players must nuke each other. Best suited to only a few maps - [[Puncture]], acting as an area with rock acting as indestructable cover or [[Wasteland]] for an open, nucelar wasteland. | |||
Thermobaric rockets can be detonated in midair by pressing the fire button again. | |||
{| class="wikitable" style="width: 400px;" | |||
|- style="vertical-align: top;" | |||
! scope="row" style="width: 40%;"| Gamemode | |||
| style="width: 60%;" | Anarchy | |||
|- style="vertical-align: top;" | |- style="vertical-align: top;" | ||
! Suitable Maps | ! Suitable Maps | ||
| | | [[Puncture]], [[Wasteland]] | ||
|- style="vertical-align: top;" | |||
! Player Speed | |||
| 70% (minimum) | |||
|- style="vertical-align: top;" | |||
! Map Backpacks | |||
| None | |||
|- style="vertical-align: top;" | |||
! Starting Backpack | |||
| None | |||
|- style="vertical-align: top;" | |||
! Unlimited Ammo | |||
| Yes | |||
|- style="vertical-align: top;" | |||
! Starting Weapons | |||
| Thermobaric rocket | |||
|- style="vertical-align: top;" | |||
! Map Weapons | |||
| None | |||
|- style="vertical-align: top;" | |||
|} | |} | ||
=Generic Game Styles= | |||
There are combinations of only a pair of options that work well together with numerous other conditions and options, able to supplement a variety of gamemodes where players otherwise have full access to a maps weapons and backpacks. | |||
* Jetpacks as the spawn backpack, in combination with vertically oriented maps such as [[Outpost]], [[Wreckage]], or [[Framework]], can make for a different feel of gameplay. Suitable with default weapons and all gamemodes, though snipers or anarchy can allow for more engaging tactical usage of the verticality. | |||
* [[Equilibrium]] and [[Pinnacle]] make for great capture the flag maps, with symmetry and a relatively open single-lane center. Suitable with default or specific spawn weapons and backpacks. | |||
* Any games found to be favorites with a particular group can be extended by increasing the time limit and required score to win. Works well with team-based games like capture the flag where teams may find themselves neck-and-neck in an extended version of a favorite gamemode. | |||
* Friendly fire is a contested inclusion in team-based gamemodes. However, it can add increased hilarity in team-based gamemodes already intended to be chaotic, such as team bagman where players' only weapons are some type of explosive. |
Latest revision as of 13:28, 30 January 2024
This page is under construction. The information on this page may not yet be complete. |
Red Faction: Guerrilla has numerous options available in the custom game settings menu to tailor particular gamemode experiences. With the right combination of settings, each game experience can have a wide range of variability.
By restricting the mode to particular weapons or backpacks, with increases or decreases to health and movement speed, while selecting a map and gamemode that suits the selected settings, each game of Red Faction: Guerrilla can feel fresh, unique, and fun.
This page outlines combinations and specific settings which work well together to create unique experiences. Players are encouraged to make changes or attempt entirely new combinations of settings that compliment each other in order to create fun new experiences.
Custom Gamemodes
Several types of games work best with majority of options set one specific way. Primarily, these gamemodes limit players to specific weapon and supplementing backpack combinations in order to force certain types of engagements.
Rhino Mines
Players have unlimited proximity mines, no other weapons. Bagman forces all players toward the same point, congesting players into inevitable minefields. The rhino backpack provides brief invulnerability, allowing not just an offensive tool but potential safe triggering of mines. Concussion on the map provides the bagman an option for an extra layer of defense.
Gamemode | Bagman |
---|---|
Suitable Maps | Small, flat - Sand Pit, Crash Site |
Map Backpacks | Concussion only |
Starting Backpack | Rhino |
Unlimited Ammo | Yes |
Starting Weapons | Proximity Mines |
Map Weapons | None |
Musketeers
Players have shotguns and low health, leading to rapid time-to-kill engagements. Firepower adds even further kill range.
Gamemode | Anarchy |
---|---|
Suitable Maps | Small, flat, close-quarters - Compound, Deadzone |
Map Backpacks | None |
Health | 50% |
Movement Speed | 130% |
Starting Backpack | Firepower |
Unlimited Ammo | Yes |
Starting Weapons | Shotguns |
Map Weapons | None |
Instagib
At normal settings, grinders along with snipers and rail drivers both deal at least 50% damage in a single hit. For instagib, health is set at 50% so that any hit is a one shot kill. These two settings can work as a chaotic gamemode (bagman on small map) or in a more careful, tactical mode (snipers, large map).
Backpacks can be added to compliment the other settings. Vision can be provided for sniper modes to help players find each other, jetback can be used on grinder modes to provide another dimension of movement for both offense and defense.
Grinders:
Gamemode | Bagman |
---|---|
Suitable Maps | Small, medium |
Health | 50% |
Respawn Timer | Increased - ~7 seconds |
Map Backpacks | Any |
Starting Backpack | Jetback, or any |
Unlimited Ammo | Yes |
Starting Weapons | Grinder |
Map Weapons | None |
Snipers:
Gamemode | Anarchy |
---|---|
Suitable Maps | Large |
Health | 50% |
Map Backpacks | None |
Starting Backpack | Vision, jetback, or none |
Unlimited Ammo | Yes |
Starting Weapons | Sniper, or Rail Driver |
Map Weapons | None |
Flushed Away
Gutters and concussion only on Puncture. Normal bagman gameplay but players will often be humourously "flushed" down the center hole with concussion.
- Gutters are not inherently necessary.
Gamemode | Bagman |
---|---|
Map | Puncture |
Map Backpacks | None |
Starting Backpack | Concussion |
Starting Weapons | Gutter |
Map Weapons | None |
Meat Grinder
Sledgehammers-only, fastest movement speed with fleetfoot backbacks on the smallest map. Bagman forces all players into cascading sledgehammer grinders. Unsportsmanlike players with hide up the stairs as the second floor is not reachable with the hammer from the first floor.
Gamemode | Bagman |
---|---|
Map | Quarantine |
Map Backpacks | None |
Starting Backpack | Fleetfoot |
Starting Weapons | None - Sledgehammers only |
Map Weapons | None |
Stealth Shotguns
A specific combination of settings suitable for some team objective gamemodes. Players have shotguns and stealth backpacks, leading to tactical gameplay.
Gamemode | Capture the Flag, Damage Control |
---|---|
Suitable Maps | Any - flatter works best |
Map Backpacks | Default |
Starting Backpack | Stealth |
Starting Weapons | Shotgun |
Map Weapons | Default |
Fallout Tanks
Players are slow, with infinite thermobaric rockets. Gamemode is anarchy, players must nuke each other. Best suited to only a few maps - Puncture, acting as an area with rock acting as indestructable cover or Wasteland for an open, nucelar wasteland.
Thermobaric rockets can be detonated in midair by pressing the fire button again.
Gamemode | Anarchy |
---|---|
Suitable Maps | Puncture, Wasteland |
Player Speed | 70% (minimum) |
Map Backpacks | None |
Starting Backpack | None |
Unlimited Ammo | Yes |
Starting Weapons | Thermobaric rocket |
Map Weapons | None |
Generic Game Styles
There are combinations of only a pair of options that work well together with numerous other conditions and options, able to supplement a variety of gamemodes where players otherwise have full access to a maps weapons and backpacks.
- Jetpacks as the spawn backpack, in combination with vertically oriented maps such as Outpost, Wreckage, or Framework, can make for a different feel of gameplay. Suitable with default weapons and all gamemodes, though snipers or anarchy can allow for more engaging tactical usage of the verticality.
- Equilibrium and Pinnacle make for great capture the flag maps, with symmetry and a relatively open single-lane center. Suitable with default or specific spawn weapons and backpacks.
- Any games found to be favorites with a particular group can be extended by increasing the time limit and required score to win. Works well with team-based games like capture the flag where teams may find themselves neck-and-neck in an extended version of a favorite gamemode.
- Friendly fire is a contested inclusion in team-based gamemodes. However, it can add increased hilarity in team-based gamemodes already intended to be chaotic, such as team bagman where players' only weapons are some type of explosive.