Lockdown

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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.

The cumulative weekly scores for the leaderboard are reset on Sunday.

Game Modes

Lockdown.png

Lockdown currently has two game modes:

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.

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.

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

Strategy:

  • Using your boost, you can quickly dash to checkpoints and steal them.
  • Use your enhanced fighting ability! Strikers usually deal the most damage.
  • Down with Guardians! Unless highly skilled, Guardians are easy to kill by circling them.

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

Strategy:

  • The mighty medics. Guardians are useful for standing on a checkpoint being fought over and shielding, thus healing allies in the battle.
  • How many are there??? Guardians in groups can be very hazardous, even to the feared Strikers. They can battle together with their immense strength and heal each other at an alarming rate on their way to the next conquest.
  • Impenetrable Fortress. A strategy that is hit and miss; a large number of guardians (such as 4 Guards with 2 Strikers) in a traveling squad. Healing each other and their Striker helpers, they can EASILY take and keep all the Checkpoints. The other team is usually outraged that the enemy has the Checkpoint by their base so they commonly attack that base only. The Strikers can take advantage of this and either gun the enemies down or charge out and whack them and go back to heal. It is best to have at least 3 Guardians on the base at a time for the best results.

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 apply to all weapons. That's why summed Bomb Charge Time Reduction in case of Recon is 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 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.

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

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

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 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