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AODQ edited this page Nov 4, 2020 · 3 revisions

Core of Pulcher - Mechanics and Data: 19

Core of Pulcher - Mechanics and Data

The core rules and mechanics of an In-Dev CoP

This is an early draft, there may be inkorrect & incomplet parts


Movement

Jumping:

-Two types:

  1. Vertical (No left/right key, more height)

  2. Horizontal, less height and velocity accelerates when holding left/right

  • Jumping in air possible within 200ms after dropping/stepping off a surface, aka. "save your ass from falling"

Bunnyhopping:

  • Players movement speed gradually accelerates while moving horizontally in air

  • You can hold jump key prior to landing and automatically jump

  • You can't hold jump key to do series of jumps, you will have to let go after each jump

Wall Jumping:

  • "Vertical" wall jump occurs if you're steering towards the wall or only press the jump key
  • "Horizontal" wall jump occurs if you're steering to the opposite direction of the wall the moment you press jump

Dashing:

  • Possible to all 8 directions
  • You can dash up to 3 times in air, once per direction
  • Each direction has a cooldown of 1,5sec and they are locked until you touch the ground again
  • Dashing to the opposite direction will transfer some of your horizontal/vertical speed
  • You can also convert some horizontal speed into vertical speed (and vice versa) by doing a 90degree dash turn

Crouch slide:

  • If you hold left/right and then crouch, you will perform a crouch slide the moment you're touching the ground.
  • If you hold crouch before left/right, slide won't occur
  • Crouch slide has a cooldown of 1,5sec

Weapon Drops and Statistics

Weapon Shot Type Ammo per shot Max DMG Direct Hit DMG Splash DMG Splash Radius (texels) ProjectileSpeed DPS Cooldown (ms) AmmoPickup AmmoBox AmmoMax Switch delay?
Bad Fetus 1st 1 10 10 -- -- Hitscan 100 100 50 25 100 No
Bad Fetus 2nd 2 50 10 10-50 48 100 800 Yes
Bad Fetus Combo 1+2 80 20 10-60 64 ?? -- Yes
Doppler B. 1st 1 7 -- -- -- 42 170 50 50 200 No
Doppler B. 2nd 3 21 -- -- -- 42 800 Yes
Grannibal 1st 1 80 30 10-50 96 -- 1000 10 10 100 Yes
Grannibal 2nd 1 80 30 10-50 96 -- 1000 Yes
Manshred. 1st -- 60 60 80 (Col.) 64 (Col.) Hitscan 120 400/800 Yes
Manshred. 2nd -- 25 5 10-20 32 50 800 Yes
Pericaliya 1st 2 100 40 20-60 128 -- 1000 10 10 100 Yes
Pericaliya 2nd 1 120 20 5-20 64 -- 1000 Yes
PMF 1st 1 300 -- 50-300 480 -- -- 1 1 Yes
Völnias 1st 1 7 -- -- -- 70 100/500 100 50 200 No
Völnias 2nd 3-15 21-105 -- -- -- -- 800 Yes
Wallbanger 1st 1 35 -- -- -- 175 200 25 25 100 No
Wallbanger 2nd 3 100 -- 20-100 128 Hitscan 200 400 Yes
Zeus St. 1st 1 60 -- -- -- Hitscan -- 1000 10 10 100 Yes
Zeus St. 2nd 1 40 -- -- -- 80 800 Yes
Zeus St. Combo 1+1 150 -- -- -- Hitscan ?? -- Yes
Unarmed Punch -- 15/30 -- -- -- 45/90 300 No
Unarmed Guard -- -- -- -- -- -- 800 Yes

Weapon Notes

MANSHREDDER Primary

  • If the primary fire mode collides with another player's primary, there will be more mutual damage dealt for both

ZEUS STINGER combo

  • Ricocheting primary beam from a secondary ring deals 150 dmg
  • Bouncing primary through two rings will double the dmg again
  • 1x 150 dmg -> 2x 300 dmg -> 3x 600 dmg, etc
  • Holding secondary fire will make the ball bouncy, until you let go of fire or lifetime passed.

VÖLNIAS Primary

  • ~500ms Charge before firing.

VÖLNIAS Secondary

  • Can load up up to 15 bullets and will release in a quick burst
  • Loads 3 bullets at a time a total of 5 times, each interval = 600ms (3 seconds for full charge)
  • After last charge, you will be forced to fire the weapon after 5 seconds

BAD FETUS Primary

  • Shooting teammates will instead of damage, heal them with normal DPS rate
  • Can heal teammates up to 200hp
  • Combo link doesn't consume ammo

PMF Primary

  • A slow moving projectile, doesn't collide with players, ricochets on walls.
  • 5-6 second timer to the projectile detonation
  • Secondary fire mode shoots the projectile without activating the timer
  • Timer will start by itself after 5 seconds

WALLBANGER Secondary

  • Has a 800ms delay before firing.
  • Hold secondary fire for 800ms, if not then the firing will cancel.
  • Can only deal splash damage after it's penetrated a wall.
  • Direct hit with secondary will deal same damage as primary fire

UNARMED

  • You can switch to unarmed mode by either having a bind for it or pressing the bind of the weapon you're already holding. (Either way is optional)
  • Secondary "guard mode" can absorb some amount of splash damage and 2/3rd of punch damage

Weapon switching

  • Some weapons have a delay after firing, which is 300ms.
  • Weapon switch itself is 200ms

Item Spawns and Values

Weapon respawn time: 30sec (In TDM only)

Ammo box respawn time: 15sec

Player respawn time: min 0.5 sec (500ms) random spawns, except not twice in row to same spot

Players can delay spawning up to 5 seconds (5000ms)

Dropped backpacks (on death) will give you all the ammo the player had and PMF weapon if they had it.

Default overtime (tie when time runs out) is 120 seconds (2 minutes)

Health Item +Health Max Limit Respawn Time ( seconds )
Health Shard 10 200 15
Health Capsule 50 100 20
Mega Health 100 200 30
Armor Item +Armor Max Limit Respawn Time (seconds)
Armor Shard 10 200 15
Light Armor 100 100 20
Heavy Armor 200 200 30
Powerup Effect on User Effect time ( seconds ) Respawn time ( seconds )
Strength All weapon damage 4*, knockback 2* 30 90
Velocity Movement speed, weapon switch and fire rate speed * 2. 30 90
Camouflage Invisible player and muted sounds(jumping, walking, etc..) 30 150
Immortality +10 HP/ second, user's health can't drop <1. 30 150
Time master All other players and their projectiles freeze. 20 240

None of the powerups spawn initially when a match begins, their first spawn is (spawn time) seconds in from the beginning:

  • Players can have multiple power ups and their effects simultaneously
  • Picking same powerup multiple times will combine effect time remaining
  • Picking same powerup multiple times will NOT multiply it's own effect

Camouflage makes players 100% invisible, no sounds are generated by players movements eg. jumping, walking, landing, damage screams. Only thing that can give off camouflaged player's location is miscellaneous dust/wind effects from dashing, landing and sliding as well as blood sparks from when the player is hit. Beams and projectiles are also visible. Melee (fists) will deal 2x damage. There will also (maybe) be an eerie ambient sound when you're in close proximity to a camouflage user.

When the immortality effect wears off, the player will be left with whatever HP he had left and drain accordingly. Players using immortality powerup can't die, but in the worst case scenario may end up with only 1 hp left when the effect wears off.

With Time Master effect, the user will be the only player capable of moving and shooting.

  • All other players (including team mates) and their projectiles will be frozen
  • All particles and sparks (before the effect) will be frozen
  • All particles and sparks caused by user during the effect will animate normally
  • User can collide with frozen projectiles, which will make them detonate, animate and deal damage accordingly
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