Ozin worked a lot on the rageball gamemode, changing it fundamentally and I decided to make a brief overview about the new gameplay since stuff became quite complex. Something to look forward to for the upcoming patch.
Summary:
Rageball is a gamemode where a team has to score a goal to receive a multiplier, while losing all multipliers if the other team scores. Not scoring for a longer time also reduces the multiplier, hopefully disencouraging delaying. The goals are like scaled down football goals, only allowing scoring from the front. Fighting is part of the game but the focus should be on playing ball instead of out-slauthering the other team. That's why we have health regeneration as well as an increased respawn times when dieing in the other teams half. One also spawns further back, so attackers are encouraged to outplay the defensers instead of res-killing them.
To prevent that a teams blocks the goal with multible players, there is a circular zone around each goal that only allows one player(goalie) of the defending team and none of the attacking team to be inside. This makes the game a bit like handball and forces players to actually throw or kick the ball from some distance. It also makes the job of the goalie more interesting, who has now to actually be constantly aware of protecting one's goal from longshots/longthrows while not being in danger of getting spawn killed all the time. A player can get possession of the ball with picking it up and catching it passively or actively. If a ball flies out of bounce or lies still for some time, the team that did not touch it the last receives a freethrow that allows to safely throw it once without being attacked.
Receiving the ball:
Picking it up:
A player that moves over an unmoving ball, picks it up. Exceptions are freethrows for the opposing team.
Passive catch:
If a moving ball intersects with a player, the player gets in possesion of the ball. An exception are powerfully kicked balls. If they are too difficult(high speed, curve) to catch they will bounce off the player instead of being catched. Very difficult balls will also be able to knock a player down, depending on the armor weight. More armor leads to better protection from those knockdowns. To improve one's ability to catch the ball one can block/defend in any direction. Knockdowns or bounce offs are less likely then.
Throws or headers are always safely catched, only kicks can bounce off or knock down.
Active catch:
With pressing the action key(default f) while being close enough to a moving ball and directly looking at it, a player can actively catch a moving ball. A goalie(player inside goal zone) can also active pick up an unmoving ball. An active catch is not prone to bounce offs or knockdowns like the passive catch.
Heading the ball:
If blocking up while doing an active catch, the ball is not catched but headed away in the directing the player is looking. It works like a throw but the special thing that it uses the speed of the incoming ball for the rethrow, so really powerful headers are possible.
Carrying the ball:
When in possesion of the ball, it hoovers a bit above the player, sticking to him. The player's athletics and agility are divided by 3 then, to make it harder to outrun opponents. This penalty is kept as long no other player touched the ball, make throwing the ball to oneself(dribbling) less powerful. It still has its uses though, for example to preventing ball loss from getting hit or to set up a kick.
Losing the ball:
If one is getting hit while in possesion of the ball, it is thrown vertically with a slight random angle. There is also a way of directly stealing the ball from the ball carrier in melee.
Throwing the ball:
With pressing the action key(default f) while in possesion of the ball, the player throws it in the direction he is looking. There are three different kind of throws, altering in throw strength. Strong and normal throw have delay before the ball is released.
Weak throw:
With f and right mouse button(defend) the weak throw is executed. It does not benefit from the throwers strength. It's range and power is very low but it is very good for safe passes to very close players while getting attacked, passing over the attacker. It is also useful for setting up a kick and for lobbing over the goalkeeper from the zone line when he decided to come out of his goal to shorten the angle. There is no throw delay for weak throw.
Normal throw:
Done with just pressing f. Good for passing, dribbling(because no lmb or rmb needs to be pressed that slows down) and to a lesser degree scoring. It benefits from the strength of the thrower and gets an increase in power. It has a short delay of about 0.1s before it is released.
Strong throw:
Attack key(left mouse button) and f leads to a powerful throw that is perfect for long passes, clearances and scoring. Combined with the ground bouncing of the ball, it can achieve a long range. It also gets stronger with high player strength. There is a delay of about 0.3s before the ball is thrown so when being pressed it might be a good idea to use weak or normal throw instead to get the ball away.
Kicking the ball:
With the kick key(e by default) one can kick the ball if it is lying just infront of the player. Kick can put the most speed on the ball but they are also difficult to execute. Positioning to the ball, running speed and strength determine its power. A player can also curve the ball, giving it a side spin(bend) or top/bottom spin(lift).
Normal kick:
A normal kick in a plain kick without bend or lift. It has to be kicked centrally or a slight bend to either left or right will occur. Looking up or down during the kick changes the vertical angle with which the ball is shot. To achive maximum power it is usually best to kick the ball just before it would be picked up by oneself, running at maximum speed before the kick also leads to a powerup.
Bend kick:
A bend makes the ball go left or right during its flight. Two ways exist to put a bend on the ball. There is a small natural bend that happens if the ball is kicked at the side instead of its center(Changed, applies only for kicks with attack curve). There also the manual curve that is done via block/attacking to either left or right side during the kick. A kick with a strong bend will change its course to the side, allowing skillful attemps on goal that surprise the keeper or nice crosses from the side.
Bottom spin kick:
A ball with a positive lift is call bottom spin kick or floater. It's rotation makes the ball seem to float in air, changing its trajectory a bit upwards. It is executed with blocking down(or attacking with the respective direction) during a kick. The kick itself will be a bit weaker than a normal kick but the floater is useful for precision long passes because it almost falls down vertically at the end of its flight, making it easy to catch or pick up for the receiver.
Top spin kick:
A top spin ball or drive kick has special trajectory resulting from the negative lift that flattens the trajectory. It is a bit more powerful than a normal kick and is very good for scoring because it is very difficult to catch (speed and lift) and it bounces off flat from the ground. To do a top spin ball one has to block up (or attack) during the kick.
Edit: With the new 2.7.4.1 patch I introduced a new mechanic that makes flat kicks stronger and high kicks weaker. Should help with going for goal with kicks. The relation to old kick strength with the kicking angle a is: new_kick_power = old_kick_power (5/7 + 1/2 * cos(a)^2)
So kicks with an angle greater than 41 degree are weaker while below that we have more power.
Fighting:
Fighting should not have the dominant role like in the other gamemodes but it of course is a big factor. Health regen makes armored characters have an edge in fights over lightly armored and the changed spawn system should make it harded to overwhelm the defenders by force - but not impossible. Shielded characters have an advantage in carrying the ball with their omniblock but it also limits their ball abilities, so they can't do a header and have a harder time putting curve on a kick because they can't do directional blocks.
Overall I hope that this gamemode offers fun for both agi and str builds, lightly and heavy armored ones. Fast chars are still awesome for fast plays with passes and dribbling while the smaller playfields make slower players feel less discriminated. As a defender you want to be strong and armored and even a goalie has a use for armor because it protects from getting knocked down from kicked balls(and of course protects from ranged).
Goalkeeping:
The keeper has a big range of catch than a field player. So their active catch is a bit more powerful. Furthermore they are able to catch/pickup unmoving balls which is different from normal players. Another feature goalkeepers have access to is the goalie dive. With holding down a direction key and then pressing change weapon mode key(x is default) the goalie will do a dive in that respective direction. This helps to cover ground quickly but it has a cooldown and it freezes the player in place for a short time after a dive.
Additional note:
A goalkeeper that is in his zone can't score in his own goal. This is done to prevent accidental own goals when fetching the ball out of the goal after a scoring.
Update:
With the newest patch, some new stuff has been added.
Pseudo offside:
When close to the enemy goal and either the goalkeeper holds the ball or the ball is in enemy possession in the other half of the pitch, one gets damaged every 5 seconds. Nakeds are taking the most damage. This is to prevent goal camping and useless fighting near the goal when the ball is away. Hopefully this will motivate players to fall back to midfield after scoring/missing.
Damage when getting hit by a kicked ball:
If the ball is kicked fast enough it will not only knock down but also deal damage to the one that was hit. Damage depends on speed and the armour of the victim. Nakeds suffer the most.
Volley:
It is now possible to kick a moving ball. The faster the ball, the more powerful is the kick. Prevented "dropkicks" for now with a timer because it seems too powerful to instantly kick the ball with throwing it into the own kick.
"Dreher" throw:
It is now possible to execute a special throw that makes the ball turn to the side after bouncing. It is comparable to a throw in handball, the -in German- "Dreher" (turner?). When doing a left or right swing, wait until the attack is half done and do a normal throw. It will turn to the side after the first bounce. How much it turns depends on your Weapon Master and especially Power Throw skill. This throw allows to beat the keeper from bad angles if you are skilled enough to pull it off.
Bicycle kick:
Ok, this is a hard one to pull off. It is special powerful kick can be triggered with starting a kick and then doing a header(upblock+active catch) on a ball that is moving above you. It then kicks the ball backwards with high speed. The exact release angle depends on the position of the ball when you "catch" it.
Power Jump:
This is a newly added option for all players(not only goalies) to jump higher than normal with a cooldown-bound special jump. To execute it jump, release all direction keys(WASD) and press left ctrl. Your char will now be accelerated in the air, allowing awesome blocks, exellent throwing positions, spectacular interceptions or just the fun of leaping over defenders. The height of the jump depends on your personal Weapon Master, Ironflesh and Power Strike skill. You also jump less high if you carry the ball.
I always have problem with the curved kicks, ball going WAYYYY too much to the side. xD
I'll appreciated an advanded rageball guide.
I'm also pretty curious to know what the "indirect" passing is. :P
Did i ever mention i loved rageball ?
Updated guide because of the new patch.
Update:
With the newest patch, some new stuff has been added.
Pseudo offside:
When close to the enemy goal and either the goalkeeper holds the ball or the ball is in enemy possession in the other half of the pitch, one gets damaged every 5 seconds. Nakeds are taking the most damage. This is to prevent goal camping and useless fighting near the goal when the ball is away. Hopefully this will motivate players to fall back to midfield after scoring/missing.
Damage when getting hit by a kicked ball:
If the ball is kicked fast enough it will not only knock down but also deal damage to the one that was hit. Damage depends on speed and the armour of the victim. Nakeds suffer the most.
Volley:
It is now possible to kick a moving ball. The faster the ball, the more powerful is the kick. Prevented "dropkicks" for now with a timer because it seems too powerful to instantly kick the ball with throwing it into the own kick.
"Dreher" throw:
It is now possible to execute a special throw that makes the ball turn to the side after bouncing. It is comparable to a throw in handball, the -in German- "Dreher" (turner?). When doing a left or right swing, wait until the attack is half done and do a normal throw. It will turn to the side after the first bounce. How much it turns depends on your Weapon Master and especially Power Throw skill. This throw allows to beat the keeper from bad angles if you are skilled enough to pull it off.
Bicycle kick:
Ok, this is a hard one to pull off. It is special powerful kick can be triggered with starting a kick and then doing a header(upblock+active catch) on a ball that is moving above you. It then kicks the ball backwards with high speed. The exact release angle depends on the position of the ball when you "catch" it.
Power Jump:
This is a newly added option for all players(not only goalies) to jump higher than normal with a cooldown-bound special jump. To execute it jump, release all direction keys(WASD) and press x(change weapon mode). Your char will now be accelerated up into the air, allowing awesome blocks, puts you in an excellent throwing positions, leads to spectacular interceptions or just gives you the fun of leaping over dumbfounded defenders. The height of the jump depends on your personal Weapon Master, Ironflesh and Power Strike skill. You also jump less high if you carry the ball.
So I got bored and started to write an “advanced guide” for Rageball. I wanted to do 3 sections, 1st th General Advices, 2nd the Basic roles, and 3rd Tactics. I got few General Advices and can´t start with Tactics, about the Basic roles, I tried to explain the very basic ones, there are a lot of variations, but the objective is to make the new players focus on few things (or objectives). From there they will develop their own role. Well, I know It´s not written well (sorry for my bad English), and a lot of things are just speculations (I mostly played as Agi/shield player, so not a clue about the other roles). Please, feel free to add, remove, or rewrite whatever you want
General advices
- If you want to receive a pass, usually you need to make a run so you are free of mark, with an easy way for the ball carrier to pass you and in range for that pass.
- You don´t need to ask for a pass. The ball carrier will do it whenever he can. So don´t block up, jump, hiper-jump, etc. This things only slow you down, making harder for you to get the pass if it´s an inaccurate pass or an anticipated one.
- Holding your attack/block slow you, so if you are chasing someone or you are running away, don´t hold your attack/block. Try to block/attack when you have to do (when you are on reach).
- Attacking and not hitting someone will slow you, so the objective can run away. Try to know your weapons range.
- When the ball carrier get hit, the ball fly up, jump and look at the ball and then try to catch it with the catch button.
- Try to not stop running forward when you are making a mark or trying to make a run. You will keep your max speed while you don´t stop. Also, don´t change your weapons if you want to keep you max speed.
- Sometimes it´s better to do an anticipated pass (throw the ball ahead your teammate), so your teammate can run more field at his max speed or to get an easier kick.
Basic roles
Goalie:
The Goalie is a unique player, because each team can have only one. This is the guy who is inside the area of each goal.
Objective: As Goalie, your main objective is to catch as much shots as you can. But that´s not your only job, you have to start your team´s attack doing a good pass.
Playzone: 99% of the time, you are going to play inside your area. You shouldn’t leave it unless you have a good reason (killing someone isn´t a good reason).
Builds: Not matter what build you are using, you will need a good strength for making stronger passes.
- Polearm/2H: For killing/hitting players who are near the edge of your area. This build has a downside, you are taking a lot of risk going too far from your goal.
- Archers/Crossbows/Throwing: For hitting carriers far away from your goal. This build has 2 downsides, you are less able to catch a shot when you are shoting your weapon and you will run out of ammunition (and you are not expected to die to get them back). With a Crossbow its worst, because you will not be able to move while reloading. With throwing you lose range and you will have a lot less ammo, but you can wear a shield for avoiding the enemy range damage.
- 1h/shield: This build is the fastest one. If go with a shield too, you will be a bit slower, but you can protect yourself from ranged attacks.
Tips: - Try to stick to your area. But pay attention to the ball. If the enemy does a bad pass/kick or a bad shot and the ball ends out of your area, take a kick decision, if you think you are close enough, run for the ball and take it back to you area (or make a good pass if possible since there).
- If the enemy have the ball and is far away from your goal, don’t be afraid to harass the enemies waiting for a pass near your goal, but you shouldn´t leave your area.
- Try to avoid the death, so never expose yourself without a really good reason.
- When you get the ball, look where all your teammates are. If they are free of mark and you can reach them with a throw, do it as fast as possible. If not, hold the ball until someone is free of mark, if not possible, call for a long kick so your teammates can run out and take positions.
- Don´t throw or kick the ball if there´s an enemy blocking your pass, don´t take the risk and wait for a better moment to do the pass.
- You have all the time on the world to do the pass. A wrong pass on this early stage of the attack usually means a good chance for the enemy to score, so take all the time you need to do a good pass. But don´t waste time as a rule, if there is a chance to make a fast pass do it, because a good fast pass usually means a good chance to score for your team.
Defense:
The last man standing before the enemy reach your Goalie.
Objective: Your job is to keep the enemy marked and as far as you can from you goal. Also, you should help starting attacks, being available for a fast pass from your Goalie and ready to pass to midfield player.
Playzone: You should play behind the first enemy. That usually means that you are going to be playing on your side of the field, mostly near your goal area.
Builds: You are looking for a good fighter build, chose what do you like most. But as a general rule, you will want good strength (for longer passes), a big weapon for killing fast and reaching far, and a good armor for avoiding death as much as possible. Also you will want to achieve a commitment between your speed and armor/weapon weight (you are not going to be the fastest guy on the field, but you shouldn’t be exceed in speed by the ball carrier)
- Polearm/2H: Great damage and great range.
- Anti-shield: This are the weapons with the rules “Bonus against shields” or “Crushthrough”. The first one will break shields faster than anything, the second ones can hit through the shields.
Tips: - You are the last man standing and you are slow. That means that you shouldn’t let the enemy get between you and your goal. Never let them to get behind you!
- Keep an eye on where the enemies have died, because they could respawn behind you, and you don´t want that!
- When your team is attacking, you can harass the enemy, but keep an eye on the ball, be ready to get backward and while you are fighting, don´t let the enemy to go behind you!
- When you are marking or harassing someone, you should know the relative speed between you and your objective, you must get where you can intercept his way to your goal.
- Don´t chase an enemy if it´s too far away and it´s so much faster than you. Take positions between the objective and the goal so you can get there before.
- If the attackers outnumbers you, move backward to you goal and when they reach the edge of the area, try to kill/harass them so they can´t catch the pass easily.
- Try to get coordinated with other defenders for marking the enemies.
- If is possible, try to help a player if is running to you and is being chased by an enemy.
- If your Goalie got the ball, try to get where he can make a kick pass to you and you can make a long pass to the midfield players.
- If the enemy don´t let your Goalie to make a pass/kick because they are near the area, take them out.
Midfield Defensive:
Objective: In defensive tasks, you have to intercept the enemy passes to his midfield/forward players and if you can´t, chase the ball carrier and try to recover it. In offensive tasks, you have to get available for catching kick passes from Goalie/Defense teammates, and be the ball carrier to get it as further as you can and make long passes to the other midfield/forward teammates.
Playzone: From your own goal to the first half of the enemy field.
Builds: You are going to run a lot on the field, so you will need a good speed. Also, you are going to need a shield, so you can do the ball carrier job better. The weapon needs average damage, as much range as possible, and low weight. The armor should be light (but enough to avoid most 1 hit deaths). Lastly, you will need a decent strength for long passes.
- 1h/shield: As long as your shield holds, you are really hard to get hit. Look for a commitment between a more durable shield and speed.
- Thrower/shield: With this build, you can make a fumble on the enemy ballcarrier from a goo range, but it will slow you down.
Tips: - As a rule, avoid fighting. If they manage to engage you, make it as short as possible and fly away if you can. A good strategy is the hit and run, if someone is chasing you, try to hit him and then run, with luck you will get a big gap between you and the enemy.
- You have to avoid fights, but keep an eye on the enemy archers, whenever you can, harass them. With your shield, you can get near them easily. But while fighting, keep an eye on the ball so you don´t miss your main objectives. You don´t need to kill the archer, only make them impossible to shot for a while.
- When your team have the ball, make some runs. If the enemy chase you, maybe they will leave some spaces for your teammates, if they don´t, you will be free for a good pass.
- If there is a melee fight involving the ballcarrier near you, keep close but don´t get in. When the ball carrier get hit, the ball will fly up. Then it´s your chance, jump to the ball, hold the shield, look at the ball and catch it. When you land, hold your shield up and look for the best move (a quick pass, a short run, or get covered by your team).
- If you are the ball carrier and the enemy is harassing you, hold the ball, get up your shield and look the field. When you know where you want to pass, get yourself in position to do so, and when the time comes, make the pass.
- When attacking, get ahead to the enemy goal, and try to be available for a pass (even if the ball is forward, because maybe they have to get it backwards to start again the attack). But try to not get too far on the attack, because you will need to get as fast as possible to the midfield when the enemy get the ball.
- Keep an eye on the ball and get where you can intercept a pass if the enemy get the ball.
- If the enemy outnumbers you (there are 2 or more players available for a pass), get where you the most dangerous (the last man standing), if you can´t try to mark the most feasible (the easiest/shortest pass for the thrower), if you can´t try to mark as much people as possible.
- If the enemy ball carrier is near you and the forward enemy players are marked, harass him and try to get the ball. And if you can´t try to force the ballcarrier to look where the pass his harder for him.
Midfield Ofensive:Objective: Make runs to be available for a good pass. Make last passes for before the score. Can make score himself.
Playzone: From the enemy goal to the first half of his field.
Builds: This guy needs to be the faster guy on the field. He will have the lightest armor, and a light weapon.
- 1h: The fastest build for this guys.
- 1h/shield: Can wear a light shield for having better ball handling capabilities. But in exchange it’s sacrificing some speed.
- Pole/2H: A light pole could be a good choice for these build. With a heavier weapon will have more strength for stronger shots (kicks and throws)
Tips: - You are easy to kill, so be careful and try to not engage in any fight. Use your speed for avoid them.
- When your team has the ball behind you, try to make good runs, so they can make long passes to you.
- When you are carrying the ball near the enemy goal, try to make long shots time to time, more if the enemy Goalie is near the edge of his area.
- Don´t carry the ball too much. Often it´s better to do a kick pass to a friend (even backward), so you can make a new run and get free of mark.
- Try to run where there is not going any of your teammates, so there are more places to pass, making harder for the defenders to intercept the pass.
- When your team is defending, harass the enemy ball carrier, and try to get them from his back (so they can´t see you).
Forward:
Objective: Score goals. Harass enemy defense. Get available for passes.
Playzone: Mainly the enemy field, getting to his own field time to time.
Builds: This guy need a good fighter with good speed and strength. The armor should be light-medium and the shield is not usually taken (because you can do head smashes and slows your kicks).
- Pole/2H: Good damage and good strength for stronger shots.
- 1h: The fastest build, is the worst for cleaning the edge while waiting for a pass.
- Thrower: Used to hit the Goalie, making easier for a teammate for scoring easier.
Tips: - When the goalie has the ball. You have to get to the edge of his goal trying to catch the pass or mark the defenders to slow down the first pass.
- If the ball is played in short by the goalie, harass the ballcarrier, and chase him until they reach the midfield.
- When the ball is on your midfield, and too far from you, try to get free of mark, so your team can make a pass to you.
- If your team is attacking, make some runs and try to get the defenders behind you (so there is no other players between you and the enemy goalie). But try to keep close enough to your temmates, so they can make a pass to you.
- Time to time, try to get long kicks, they are a good way to get scores.
- When you are waiting for a pass in the edge of the area, try to outrun the defenders. IF they chase you, they are leaving a gap for the ball carrier or other teammates, if not, you are going to be free for shot.
Side:
Objective: Open the field on the attack. Make the last pass from the side. Harass the ball carrier.
Playzone: This player will run near the left or right side of the field.
Builds: The Side players will use range attacks to harass the ball carrier and the players near it. Also, they will need high strength for long passes and an average speed. The armor will be light.
- Archers: The best configuration for long shots while keeping good mobility.
- Crossbows: They are easier to get, but you will be immobilized while you are recharging.
- Throwing/shield: Good thing for harassing enemy archers and can be a good ball carrier with the shield.
Tips: - The Siders need to be free of mark for shooting, this makes them a good choice for a pass from a team mate, so the Siders need to keep an eye on the ball and be ready to make some runs.
- If they are not near the ball, they should run the side so they can shot to the enemy ball carrier or the enemies approaching to the friendly ballcarrier.
- The Siders can get near the enemy area carrying the ball, from there they can make a pass to the teammates on the edge so they can shot, after passing, the sider should shot to the goalie or the enemies near the ball.