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[Guide] - Elite Force Gameplay

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Lazereth, Thu 01 Mar, 2012 12:06 PM
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    #1
     –  Last edited by JCarrill0; Sat 03 Mar, 2018 8:11 PM.
    SFT 350
    DUM VITA EST SPES EST
    WHILE THERE'S LIFE, THERE'S HOPE

    Greetings!

    Starfleet Tactical also deals with Elite Force: Holomatch, which is a fast paced Star Trek themed FPS, based upon the Quake 3 engine. This guide was created when Elite Force was in its seperate division, Starfleet Ravens, which has long since been integrated into Tactical, formerly known as Reserves. You can connect to the server by bringing down the console using the tilde key (`) and typing frag.ufplanets.com. Each event has a variety of game modes that keep the experience fresh and exciting. You can find a description of each one below.

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    Disintegration:

    This game mode arms you with one weapon; you’re Compression Rifle. The weapon is set to use its ALT fire constantly, and when fired, it will vaporise anyone it comes into contact with. Your goal is to capture the enemy’s flag with your team and return it to your base. This game mode emphasises the need for fast movement, whilst retaining superior accuracy to your opponents. Due to the lack of weaponry, every advantage counts, effective cover, agility and precision are essential. This hectic game mode is typically hosted at the start of Frag Nights.


    The endgame rules are as follows:

    • When the flag is captured eight times by the enemy team.


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    Assimilation:

    This Borg oriented mode is perhaps one of the most popular on the server. This game is separated into two teams, the Borg and the Federation. The Borg team starts with one player; the Queen, and the Federation team composes the rest of the players. The Queen must stay hidden and ambush enemy players using her assimilator (Which is instant when in close range), when assaulted you will be killed and added to the Borg team. As a drone, you must then attempt to assimilate the remaining members of the Federation, whilst protecting the Queen from harm.


    The endgame rules are as follows:

    • When the Queen is killed, the Federation wins.
    • When all of the Federation team are assimilated, the Borg wins.


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    Action Hero:

    This game mode is free for all, and is designed to test each player’s survivability. Each player must kill as many of the enemy team as possible to score points to try and outcompete the other players for position. However, a randomly selected player is given all the weapons, and a regenerative shield, that can take advantage of their situation and rack up more points quickly. When the Action Hero is killed you assume their mantle and acquire all of their abilities, until you are eliminated. Your primary goal is become the Action Hero and kill as many people as possible, to accomplish this, you may want to team up with other players to try and get the special abilities the Action Hero provides. However, be aware that they may turn on you in an attempt to steal it for themselves.


    The endgame rules are as follows:

    • When the time limit expires, the three players who acquired the most points will be displayed.


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    Elimination:

    This mode is once again free for all, but with a twist. When you are killed within the game, you are prevented from respawning for that round, and as such, must battle for survival. The key to this game is to ambush enemy players; allow them to risk their lives, and then take them out at the last minute when they are weakened. Alliances can be formed with trustworthy players, however, one way or another, there can only be one victor.


    The endgame rules are as follows:

    • When there is only one player left standing
    • When the time limit is hit, the player with the most points will win


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    Specialties:

    Specialities is possibly the most complex game mode within Elite Force, but is by far one of the most rewarding team experiences. Each team must capture the enemy’s flag and return it to their base as standard, however, each player can select a class of their choosing; each specialising with different weapons and abilities. Your goal is to coordinate with your team and use your abilities to each other’s advantage, by getting the flag. Each class has strengths and weaknesses which you will have to adapt to in order to win. A description of each of the classes can be found below.

    The endgame rules are as follows:

    • When eight flags are captured by one team successfully.
    • When the time limit expires, the team with the most flag captures wins.


    A description of each class can be found below:

    Infiltrator:
    • Uses the “Munro” model.
    • Starts with the phaser.
    • Can jump twice as high as normal players.
    • Can control their movement through air better.
    • Doesn’t take falling damage.
    • Their max health is 50.
    • Starts with no armor.
    • Starts with one Personal Transporter Device in his inventory.
    • Is permanently Temporally Accelerated.
    • Is thrown farther by damage knockback.
    • The Infiltrator is the only Specialty that can pick up the “AntiGravity Pack” powerup.
    Medic:
    • Uses the “Jurot” model.
    • Starts with 75 armor.
    • Starts with one medkit in her inventory.
    • Starts with a milder form of regeneration
    • The Medic will regenerate one point of health per second.
    • Starts with a phaser and a hypo, which has a very short range.
    • Hypo (weapon 2) primary fire – heals 10 points of health a second as you use it on someone.
    • Hypo (weapon 2) altfire will knock out whomever you use it on (counts as an instant kill).
    • Once per life, the Medic can give NanoRegeneration to another player on their team. While standing next to them and facing them, hit the “use object” key and they will gain regeneration for 60 seconds. This regeneration, like the Medic’s, restores one point of health per second.
    • A Medic can always see the health of other players as long as crosshair drawing is on and crosshair name drawing is on.
    • The Medic is the only Specialty that can pick up the “Metaphasic Shielding” powerup.
    Technician:
    • Uses the “Chell” model.
    • Starts with 50 armor.
    • Starts with one Portable Force Field in his inventory.
    • Starts with a Seeker Drone.
    • The Technician starts with the phaser and the Arc Welder. The altfire of the Arc Welder is disabled in Specialties mode.
    • Technicians can see through Personal Cloaking Devices.
    • Technicians see Holographic Decoys as wireframe grids.
    • Technicians cannot drown.
    • Once per life, the Tech can: Give Personal Cloaking to another player on their team. While standing next to them and facing them, hit the “use object” key and they will gain Cloaking for 30 seconds. Enemy Technicians can see through this cloak, however. OR: – Place an ammo station in the map by hitting the “use object” key on a wall or other surface (provided there is enough room to place one). This ammo station is usable by only your team (the red team ammo station has yellow and red energy highlights, the blue team’s has blue and white highlights). It can be blown up by members of the enemy team. It can dispense up to 1000 units of ammo. Using it (hit the “use object” key on it) will recharge all weapons the player is currently holding.
    • At any time, any teammate can walk up to a Technician and hit their “use object” key to give themselves full ammo.
    • A Technician can use enemy consoles and buttons (if there are any in the map).
    • A Technician can walk through enemy Portable Force Fields.
    Demolistionist:

    • Uses the “Chang” model.
    • Starts with the Scavenger Rifle and Grenade Launcher.
    • The altfire of the Grenade Launcher fires straight and places laser tripwire explosives instead of gravityeffected proximity mines as in normal HM. The color of the tripwire will match the Demolitionist’s team color. The Demolitionist can only place 10 tripwires at a time. Placing an 11th will remove the oldest tripwire on the map.
    • Detpack appears in demolitionist’s inventory ten (10) seconds after he spawns into the map.
    • Starts with 50 armor.
    • Starts with one Detpack in his inventory.
    Heavy Weapons:

    • Uses the “Biessman” model.
    • Their max health is 200.
    • They move slower than regular players.
    • Start with 100 armor.
    • They start with the Tetryon Disruptor and the Photon Burst.
    • They are thrown less by damage knockback.
    • The Heavy Weapons Specialist is the only Specialty that can pick up the “Quantum Weapon Enhancer” powerup.
    Sniper:
    • Uses the “Telsia” model.
    • Starts with the Compression Rifle and the IMod.
    • Starts with 25 armor.
    • Starts with one Holographic Decoy in her inventory.
    • The Sniper is the only Specialty that can use the “zoom” feature
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    I hope this information has helped you understand some of the finer details of each gamemode, and provided you with a few tips on how to succeed. Be sure to attend Frag Nights, which occur regularly, as it is a great way to socialise with fleet members and have fun at the same time!

    Regards,
    Lazereth
    Lazereth
    "Oh hi, Mark." - Tommy Wiseau
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    #2
    Updated with the latest details on events and division naming.
    Adster94
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