🛠️┊Game Mechanics┊ 🛠️
⌜Anti-Teaming System⌟
Anti-Teaming System
General Information
The Anti-Teaming System provides scaling buffs based on how much damage a player takes from multiple sources. Any additional damage taken from multiple sources increases the duration of the active buffs. The goal of this system is to make teaming more fun and fightable for the targeted player, turn the targeted player into a temporary “boss fight”, and create a greater challenge for players who are teaming.
Squad Information
Hitboxes only hit enemies if you hit both an enemy and a squad member at the same time. Overall, squad members deal less damage to each other.
Anti-Teaming Stages
Stage 1
Low Damage from Multiple Sources
- The player will gain a grey outline.
- Refreshes evasive cooldown.
- Damage resistance.
Stage 2
Medium Damage from Multiple Sources
- The player will gain a yellow outline.
- Refreshes evasive again.
- Reduces evasive cooldown.
- Additional damage resistance.
- Damage boost.
- Increased stun resistance.
Stage 3
High Damage from Multiple Sources
- The player will gain a red outline.
- Refreshes evasive again.
- Reduces evasive cooldown even more.
- Additional damage resistance.
- Additional damage boost.
- Even greater stun resistance.
End Result at Maximum Stage (Stage 3)
By the final stage:
- The targeted player takes significantly less damage.
- Cannot be stun-locked.
- Deals large amounts of damage.
- Has evasive available much more frequently.