Difference between revisions of "Lockdown"

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m (Undo revision 98158 by MushyMushy (Talk) this all belongs in the lockdown guide)
m (Tried some copy editing for clarity of ideas, and tried to improve information flow/ordering.)
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[[File:Lockdown Classes.png|thumb|400px|right|Lockdown Classes: Recon, Guardian and Striker]]
 
[[File:Lockdown Classes.png|thumb|400px|right|Lockdown Classes: Recon, Guardian and Striker]]
'''Lockdown''' is a devilish duel in [[King Krogmo's Coliseum]] where Knights try to eliminate their opponents by standard means: Swords, Bombs, and Guns. All weapons are available in this head to head brawl, in which Knights are divided into two teams to score points by taking over capture points or attack opposing team players. The shield function is replaced by a unique "class system", which allows for special abilities: Strikers get a speed bonus, Guardians an area shield, and Recons invisibility.
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'''Lockdown''' is a PvP arena in [[King Krogmo's Coliseum]] where Knights battle for domination of control points while eliminating their opponents by standard means: Swords, Bombs, and Guns.  
  
The cumulative weekly scores for the leaderboard are reset on Sunday.  
+
== Lockdown Arena ==
 +
All weapons are available in this head-to-head brawl, in which Knights are divided into two teams to score points by taking over capture points or attack opposing team players. However, the shield function is replaced by unique "class modification" abilities: Strikers get a speed bonus, Guardians an area shield, and Recons invisibility. Each class receives bonuses and penalties relating to their role.
 +
 
 +
The entry fee is 200 crowns, and players must wait in queue until there are both enough knights for the next match, and space in the available instances. If a player chooses to drop out of the queue, the entry fee will be refunded. Players can nominate to play in random teams or Guild teams, and will be assigned to the Tier 1, 2, or 3 arena depending on the the star level of their highest rated equipment (see loadouts).
 +
 
 +
Leader Boards for Lockdown show the highest-scoring individuals (Global list) as well as Guilds (Guilds list) and are found on the "Leader Boards" tab of the PvP interface. They display the highest scores for the USA or European servers depending on which server a knight is currently connected to. The cumulative weekly scores for the leaderboard are reset on Sunday.  
  
 
==Game Modes==
 
==Game Modes==
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===Random Team===
 
===Random Team===
Get placed in a random team of up to 6 players, in which your sole purpose is to gain and keep control points to score influence for your team.
+
Players are placed in a random team of up to 6 players, in which the sole purpose is to gain and keep control points to score influence for your team.
  
 
===Guild Team===
 
===Guild Team===
Open up slots for yourself and guild mates to battle another guild team. You can also join forming guild teams by simply pressing the ‘Guild’ tab within the Coliseum interface.
+
Players can open a slot for themselves and guild mates to battle another guild team. Players can join guild teams already being formed by simply pressing the ‘Guild’ tab within the Coliseum interface.
  
 +
==Scoring==
 +
Score in Lockdown is gathered via control points (CPs). While a CP is captured, it will automatically generate score for its controlling team. The match ends when a team has accumulated 500 score (for maps with 3 CPs), 900 score (for maps with 5 CPs), or when time expires, at which point the team with the highest score wins. Every 10 seconds, each team gains score based on the number of CPs it controls.
 +
 +
In a 3-point map:
 +
 +
*5 score for one CP
 +
*8 score for two CPs
 +
*9 score for three CPs
 +
 +
In a 5-point map:
 +
 +
*5 score for one CP
 +
*9 score for two CPs
 +
*12 score for three CPs
 +
*14 score for four CPs
 +
*15 score for five CPs
 +
 +
===Capturing===
 +
Initially, all CPs are entirely neutral, which will be indicated by a gray hologram above the CP. Once a knight steps onto it, a ring of that knight's team color will begin expanding from the middle of the CP. When it reaches the outer ring, the CP is captured and will count towards that team's score after the 10-second scoring cycle passes (as opposed to scoring immediately). Multiple knights of the same team on the CP will accelerate the rate of capture, whereas any knights of the opposite team will prevent it entirely.
 +
 +
If a CP is already controlled by Team 1, Team 2 must first stand on it to shrink Team 1's ring back to the center. The CP will become neutral and generate no score, and a ring of Team 2's color will then begin expanding. As with initial capture, multiple knights of the same team will accelerate the rate of "stealing" the point.
 +
 +
==Respawning==
 +
[[Image:Coliseum-Defeated.png|thumb|left|If defeated, knights have the option of instantly respawning or waiting until the timer reaches zero.]]
 +
Defeated knights will wait in the rolling respawn queue. All players in the respawn queue will respawn at once after the respawn counter reaches zero; it usually starts between ten and twenty seconds. During this time a knight may choose to instantly respawn with energy in the same manner as in the Clockworks.
 +
{{clear}}
 
==Classes==
 
==Classes==
  
 
===Striker===
 
===Striker===
 
[[File:Equipment-Strike_Booster Stats.png|frame|right|Strike Booster statistics]]
 
[[File:Equipment-Strike_Booster Stats.png|frame|right|Strike Booster statistics]]
Special Ability: Striker Dash
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'''Special Ability''': Striker Dash
 
* Activating this ability allows you to sprint for 3 Seconds.
 
* Activating this ability allows you to sprint for 3 Seconds.
Bonuses:
+
'''Bonuses''':
 
* Sword Attack Speed Increase: Medium
 
* Sword Attack Speed Increase: Medium
 
* Sword Damage Bonus: Medium
 
* Sword Damage Bonus: Medium
Penalties:
+
'''Penalties''':
 
* Health penalty: -3 (Base Health: 2)
 
* Health penalty: -3 (Base Health: 2)
 
* Bomb Charge Time Increase: Very High
 
* Bomb Charge Time Increase: Very High
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===Guardian===
 
===Guardian===
 
[[File:Equipment-Guardian_Shield Stats.png|frame|right|Guardian Shield statistics]]
 
[[File:Equipment-Guardian_Shield Stats.png|frame|right|Guardian Shield statistics]]
Special Ability: Guardian Shield
+
'''Special Ability''': Guardian Shield
 
* Activating this ability creates a shield of protection for you and any of your teammates in its radius (instantly for you, and after 1 second for your allies)
 
* Activating this ability creates a shield of protection for you and any of your teammates in its radius (instantly for you, and after 1 second for your allies)
 
* Any damage you or your allies take is blocked by the shield, but be warned, this may also cause your shield to break faster!
 
* Any damage you or your allies take is blocked by the shield, but be warned, this may also cause your shield to break faster!
 
* The Guardian Shield also slowly regenerates lost health for you and any teammates within its radius.
 
* The Guardian Shield also slowly regenerates lost health for you and any teammates within its radius.
Bonuses:
+
'''Bonuses''':
 
* Health Bonus +9 (Base Health: 14)
 
* Health Bonus +9 (Base Health: 14)
 
* Sword Attack Speed Increase: Low
 
* Sword Attack Speed Increase: Low
 
* Bomb Charge Time Reduction: Low
 
* Bomb Charge Time Reduction: Low
Penalty:
+
'''Penalty''':
 
* Gun Attack Speed Decrease: Low
 
* Gun Attack Speed Decrease: Low
  
 
===Recon===
 
===Recon===
 
[[File:Equipment-Recon Cloak Stats.png|frame|right|Recon Cloak Statistics]]
 
[[File:Equipment-Recon Cloak Stats.png|frame|right|Recon Cloak Statistics]]
Special Ability: Cloaking, Disruption Field
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'''Special Ability''': Cloaking, Disruption Field
 
* Activating this ability causes you to turn invisible for a period of time
 
* Activating this ability causes you to turn invisible for a period of time
 
* While invisible, you project a "pulse" every few seconds that will give a "Recon Mark" status effect to any enemy it hits
 
* While invisible, you project a "pulse" every few seconds that will give a "Recon Mark" status effect to any enemy it hits
 
* Any enemy player hit by one "Recon Mark" gets a warning, but no other negative effects are applied
 
* Any enemy player hit by one "Recon Mark" gets a warning, but no other negative effects are applied
 
* Any enemy player with a "Recon Mark" that is hit by another pulse receives a "Death Mark" and has has their defense removed for five seconds!
 
* Any enemy player with a "Recon Mark" that is hit by another pulse receives a "Death Mark" and has has their defense removed for five seconds!
Bonuses:
+
'''Bonuses:'''
 
* Health Bonus +7 (Base Health: 12)
 
* Health Bonus +7 (Base Health: 12)
 
* Charge Time Reduction: Medium
 
* Charge Time Reduction: Medium
 
* Gun Attack Speed Increase: Medium
 
* Gun Attack Speed Increase: Medium
 
* Bomb Charge Time Reduction: Medium
 
* Bomb Charge Time Reduction: Medium
Penalty:
+
'''Penalty:'''
 
* Sword Attack Speed Decrease: Low
 
* Sword Attack Speed Decrease: Low
  
'''Note:''' Charge Time Reduction apply to all weapons. That's why summed Bomb Charge Time Reduction in case of Recon is Very High.
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'''''Note:''' Charge Time Reduction applies to all weapons. The sum Bomb Charge Time Reduction for Recon is therefore Very High.''
  
 
==Loadouts==
 
==Loadouts==
 
{{Main|Loadout}}
 
{{Main|Loadout}}
Loadouts are a saved combination of gear, and multiple configurations can be saved for different purposes, including Non-PVP. Loadouts marked for PVP can be changed inside the locker room (where knights respawn), but can only be edited while in towns such as Haven. A few of the many examples for assorted loadouts would be to have specific sets for each specialty ([[swordmaster]], [[gunslinger]], etc.), help adapt to the opposing team, or a quick change of defense.
+
Loadouts are a saved combination of gear, and multiple configurations can be saved for different purposes, including Non-PVP. Loadouts marked for PVP can be switched inside the respawn area, but can only be edited while in towns such as Haven. A loadout may store a specific set for each specialty ([[swordmaster]], [[gunslinger]], etc.), cover a particular elemental loadout to help adapt to the opposing team, or provide a quick change of defensive sets, among other uses.
  
 
The star level of all current equipment, along with all equipment in PvP-enabled loadouts, determines the tier that a knight plays in. If the highest star value of all these items is 4 or 5, the knight will play in tier 3; if the highest is 2 or 3, they will play in tier 2. Tier 1 covers 0-star and 1-star maximums.
 
The star level of all current equipment, along with all equipment in PvP-enabled loadouts, determines the tier that a knight plays in. If the highest star value of all these items is 4 or 5, the knight will play in tier 3; if the highest is 2 or 3, they will play in tier 2. Tier 1 covers 0-star and 1-star maximums.
 
==Respawning==
 
[[Image:Coliseum-Defeated.png|thumb|left|If you are defeated, you can either instantly respawn by spending energy or you can wait until the timer reaches zero.]]
 
Defeated knights will wait in the rolling respawn queue. All players in the respawn queue will respawn at once after the respawn counter reaches zero; it usually starts between ten and twenty seconds. During this time a knight may instead choose to instantly respawn with energy in the same manner as in the Clockworks.
 
 
==Scoring==
 
Score in Lockdown is gathered via control points (CPs). While a CP is captured, it will automatically generate score for its controlling team. The match ends when a team has accumulated 500 score (for maps with 3 CPs), 900 score (for maps with 5 CPs), or when time expires, at which point the team with the most score wins. Every 10 seconds, each team gains score based on the number of CPs it controls. In a 3-point map:
 
 
*5 score for one CP
 
*8 score for two CPs
 
*9 score for three CPs
 
 
In a 5-point map:
 
 
*5 score for one CP
 
*9 score for two CPs
 
*12 score for three CPs
 
*14 score for four CPs
 
*15 score for five CPs
 
 
Prior to the 2012-05-24 release, all CPs were unconditionally worth 5 score.
 
 
===Capturing===
 
 
Initially, all CPs are entirely neutral, which will be indicated by a gray hologram above the CP. Once a knight steps onto it, a ring of that knight's team color will begin expanding from the middle of the CP. When it reaches the larger ring, the CP is captured and will count towards that team's score after the 10-second scoring cycle passes (as opposed to scoring immediately). Multiple knights of the same team on the CP will accelerate the rate of capture, whereas any knights of the opposite team will prevent it entirely.
 
 
If a CP is already controlled by Team 1, Team 2 must first stand on it to shrink Team 1's ring back to the center. The CP will become neutral and generate no score, and a ring of Team 2's color will then begin expanding. As with initial capture, multiple knights of the same team will accelerate the rate of "stealing" the point.
 
  
 
==Rewards==
 
==Rewards==
You pay 200 crowns to enter, like all Krogmo games. Each knight on the winning team receives 280 crowns (or more, if members of the winning team leave before the game ends) and 2 [[Krogmo Coin|Krogmo Coins]]; knights on the losing team receive no crowns and only a single Krogmo Coin.
+
Each knight on the winning team receives 280 crowns (or more, if members of the winning team leave before the game ends) and 2 [[Krogmo Coin|Krogmo Coins]]; knights on the losing team receive no crowns and only a single Krogmo Coin.
  
 
==Screenshots==
 
==Screenshots==
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==Lockdown Maps==
 
==Lockdown Maps==
3 point maps:
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=== 3-point maps ===
 
* Forest (Based on [[Gloaming Wildwoods]])
 
* Forest (Based on [[Gloaming Wildwoods]])
 
* Furnace (Based on [[Firestorm Citadel]], features [[Exploration#Shadow Fire|Shadow Fire]] blocks that can be removed by throwing a globe of water)
 
* Furnace (Based on [[Firestorm Citadel]], features [[Exploration#Shadow Fire|Shadow Fire]] blocks that can be removed by throwing a globe of water)
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* Gardens (Based on [[Jigsaw Valley]])
 
* Gardens (Based on [[Jigsaw Valley]])
 
* Mines
 
* Mines
5 point Maps:
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=== 5-point Maps===
 
* Necropolis (Based on [[Graveyard]])
 
* Necropolis (Based on [[Graveyard]])
 
* Ruins (Based on [[Aurora Isles]])
 
* Ruins (Based on [[Aurora Isles]])

Revision as of 19:36, 13 August 2012

Lockdown Classes: Recon, Guardian and Striker

Lockdown is a PvP arena in King Krogmo's Coliseum where Knights battle for domination of control points while eliminating their opponents by standard means: Swords, Bombs, and Guns.

Lockdown Arena

All weapons are available in this head-to-head brawl, in which Knights are divided into two teams to score points by taking over capture points or attack opposing team players. However, the shield function is replaced by unique "class modification" abilities: Strikers get a speed bonus, Guardians an area shield, and Recons invisibility. Each class receives bonuses and penalties relating to their role.

The entry fee is 200 crowns, and players must wait in queue until there are both enough knights for the next match, and space in the available instances. If a player chooses to drop out of the queue, the entry fee will be refunded. Players can nominate to play in random teams or Guild teams, and will be assigned to the Tier 1, 2, or 3 arena depending on the the star level of their highest rated equipment (see loadouts).

Leader Boards for Lockdown show the highest-scoring individuals (Global list) as well as Guilds (Guilds list) and are found on the "Leader Boards" tab of the PvP interface. They display the highest scores for the USA or European servers depending on which server a knight is currently connected to. The cumulative weekly scores for the leaderboard are reset on Sunday.

Game Modes

Lockdown.png

Lockdown currently has two game modes:

Random Team

Players are placed in a random team of up to 6 players, in which the sole purpose is to gain and keep control points to score influence for your team.

Guild Team

Players can open a slot for themselves and guild mates to battle another guild team. Players can join guild teams already being formed by simply pressing the ‘Guild’ tab within the Coliseum interface.

Scoring

Score in Lockdown is gathered via control points (CPs). While a CP is captured, it will automatically generate score for its controlling team. The match ends when a team has accumulated 500 score (for maps with 3 CPs), 900 score (for maps with 5 CPs), or when time expires, at which point the team with the highest score wins. Every 10 seconds, each team gains score based on the number of CPs it controls.

In a 3-point map:

  • 5 score for one CP
  • 8 score for two CPs
  • 9 score for three CPs

In a 5-point map:

  • 5 score for one CP
  • 9 score for two CPs
  • 12 score for three CPs
  • 14 score for four CPs
  • 15 score for five CPs

Capturing

Initially, all CPs are entirely neutral, which will be indicated by a gray hologram above the CP. Once a knight steps onto it, a ring of that knight's team color will begin expanding from the middle of the CP. When it reaches the outer ring, the CP is captured and will count towards that team's score after the 10-second scoring cycle passes (as opposed to scoring immediately). Multiple knights of the same team on the CP will accelerate the rate of capture, whereas any knights of the opposite team will prevent it entirely.

If a CP is already controlled by Team 1, Team 2 must first stand on it to shrink Team 1's ring back to the center. The CP will become neutral and generate no score, and a ring of Team 2's color will then begin expanding. As with initial capture, multiple knights of the same team will accelerate the rate of "stealing" the point.

Respawning

If defeated, knights have the option of instantly respawning or waiting until the timer reaches zero.

Defeated knights will wait in the rolling respawn queue. All players in the respawn queue will respawn at once after the respawn counter reaches zero; it usually starts between ten and twenty seconds. During this time a knight may choose to instantly respawn with energy in the same manner as in the Clockworks.

Classes

Striker

Strike Booster statistics

Special Ability: Striker Dash

  • Activating this ability allows you to sprint for 3 Seconds.

Bonuses:

  • Sword Attack Speed Increase: Medium
  • Sword Damage Bonus: Medium

Penalties:

  • Health penalty: -3 (Base Health: 2)
  • Bomb Charge Time Increase: Very High

Guardian

Guardian Shield statistics

Special Ability: Guardian Shield

  • Activating this ability creates a shield of protection for you and any of your teammates in its radius (instantly for you, and after 1 second for your allies)
  • Any damage you or your allies take is blocked by the shield, but be warned, this may also cause your shield to break faster!
  • The Guardian Shield also slowly regenerates lost health for you and any teammates within its radius.

Bonuses:

  • Health Bonus +9 (Base Health: 14)
  • Sword Attack Speed Increase: Low
  • Bomb Charge Time Reduction: Low

Penalty:

  • Gun Attack Speed Decrease: Low

Recon

Recon Cloak Statistics

Special Ability: Cloaking, Disruption Field

  • Activating this ability causes you to turn invisible for a period of time
  • While invisible, you project a "pulse" every few seconds that will give a "Recon Mark" status effect to any enemy it hits
  • Any enemy player hit by one "Recon Mark" gets a warning, but no other negative effects are applied
  • Any enemy player with a "Recon Mark" that is hit by another pulse receives a "Death Mark" and has has their defense removed for five seconds!

Bonuses:

  • Health Bonus +7 (Base Health: 12)
  • Charge Time Reduction: Medium
  • Gun Attack Speed Increase: Medium
  • Bomb Charge Time Reduction: Medium

Penalty:

  • Sword Attack Speed Decrease: Low

Note: Charge Time Reduction applies to all weapons. The sum Bomb Charge Time Reduction for Recon is therefore Very High.

Loadouts

Loadouts are a saved combination of gear, and multiple configurations can be saved for different purposes, including Non-PVP. Loadouts marked for PVP can be switched inside the respawn area, but can only be edited while in towns such as Haven. A loadout may store a specific set for each specialty (swordmaster, gunslinger, etc.), cover a particular elemental loadout to help adapt to the opposing team, or provide a quick change of defensive sets, among other uses.

The star level of all current equipment, along with all equipment in PvP-enabled loadouts, determines the tier that a knight plays in. If the highest star value of all these items is 4 or 5, the knight will play in tier 3; if the highest is 2 or 3, they will play in tier 2. Tier 1 covers 0-star and 1-star maximums.

Rewards

Each knight on the winning team receives 280 crowns (or more, if members of the winning team leave before the game ends) and 2 Krogmo Coins; knights on the losing team receive no crowns and only a single Krogmo Coin.

Screenshots

Lockdown Maps

3-point maps

5-point Maps

See Also

Personal tools