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==Mechanics and Interactions==
'''The Basics:'''
Ultimates use cost as their resource, which functions similarly to ability cooldowns.
* The F key in the game's UI displays costthe player's ult point as a percentage between 0-100%.
* Each player passively gains 1 cost every second. During [[One Minute Remaining]], this is reduced to 1 cost per 0.3 seconds.
* To use an ultimate, the F key must be at 100%.
** Cost is still generated even if the player is currently dead.
* The ult percentage increases passively by time, damaging enemies and healing teammates.
* Doing damage to enemies or healing other allies gains cost at a rate of 10 damage or healing/1 cost.
 
** Damaging or healing yourself does not generate cost.
 
Ult points is an internal value not mentioned in the game. Each phighter's ultimate requires a sufficient amount of ult points to use. The amount of ult points needed differs between each phighter. However, the numbers for gaining ult points are same across the board.
* Each player passively gains 1 ult point each second.
* Each player passively gains 1 cost every second.* During [[One Minute Remaining]], this is reduced to 1 costult point per 0.3 seconds.
** CostUlt ispoints are still generated even if the player is currently dead.
* Doing damage to enemies or healing other alliesteammates gains costult points at a conversion rate of 10 damage or healing/1 costult points.
** Damaging or healing yourself does not generate costult points.
** Ultimates such as [[Biograft]]'s Overheat disable this mechanic for the duration of the ult's effect.
* The F key in the game's UI displays cost as a percentage between 0-100%.
 
CostUlt points has several interactions:
* Switching phighters transfers the player's current costult points to that character.
** e.g. A Rocket that currently has 75/75 costult points switches to Medkit. The Medkit starts with 75/150 costult points.
* Furthermore, the player can still gain costult points even if the player has more than sufficient amounts castto use their ultimate. Having excess costult points affects the class-switch interaction above this dotpoint.
** e.g. A Sword with 100/75 costult points switches to Medkit. The Medkit starts with 100/150 costult points.
* Using your ultimate sets the player's current costult points to 0.
** e.g. A Rocket with 150/75 costult points uses Rocket Barrage and then switches to Medkit. The Medkit starts with 0/150 costult points.
* Each player gains costult points during the map intro screen, allowing them to start the game with 15-25% to their ultimate (depending on phighter). Whether this is an intended interaction is yet to be determined.
 
Ultimates have several mechanics and interactions:
* On castuse, the player's camera will cut to a close-up of their phighter performing a unique animation. If this animation finishes, the player will successfully castuse their ultimate.
** The player can still take damage during the animation.
** If the player dies during the animation, the ultimate's willeffects notare castcancelled. The costult points is not refunded.
** Hard status effects will not interrupt the animation, but the player can be displaced by pull or knockback effects.
** The player is suspended in the air for the animation's duration.