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Missile Launch / Bomb Disposal
Server(s) Classic
Time 10min
Format Team vs Team
Scoring Objectives activated or Time runs out

Missile Launch and Bomb Disposal are two sides to the same coin. Both are by technicality separate game modes, but are in reality the same game mode; they are the same mode with a different skin depending on the map. Missile Launch would be developed first and then modified to create the alternation of Bomb Disposal. If one were to load one mode and then forcefully change the map, the mode would reflect the map present (playing Missile Launch on Desert and then forcing the map to Office would load Bomb Disposal and vice versa).

These were two of the game's earliest game modes as a part of Classic, predating patch notes and devlogs with a release pre-v115 (before January 18, 2018).

Rules[]

  • 10 minute round
  • Team vs Team setting
  • Parachuting within 100m of objectives is disabled
  • Three objectives are spawned across the map in pre-determined positions
  • Teams are separated by 'attackers' and 'defenders'
  • Attackers must reach an objective and fully "activate" it
  • Defenders must stop the other team from reaching objectives and reset the progress on objectives
  • Round ends when all three objectives have been "activated" or when time runs out

Within the 10 minute round given to players, each team must fight for control over three objectives. These three objectives are spawned across the map based on previously determined positions. The number of available positions may depend on the map—for example Office has 10 possible locations for objectives to spawn in. The mode objectives found per map depends on how open it is. On open maps the mode found will be Missile Launch. On closed off maps the mode will be Bomb Disposal. This is done thematically to make more sense (you wouldn't launch a missile indoors). The chosen locations for objectives may depend upon which team is the attacking side. Placements generally favor the defending side by being closer to their spawn.

Attackers will approach objectives and hold F to activate the objective. Defenders may hold F to reverse the progress made on an objective, but are not required to do so if they believe it is not required as part of their defence. Objectives will naturally lose progress to their activation if left alone, though at a slow rate. This means that even if an equal number of players from each team are both interacting with the objective, the progress on the objective will not be locked in place but slowly decrease.

For attackers to win they must activate all three objectives within the 10 minutes allocated. For defenders to win they must keep at least one objective safe for the full 10 minutes. Due to the nature of the modes, a match may be over very fast if attackers make it to and activate all three objectives in quick fashion.

If all three objectives have been activated there is a brief window of 10 seconds given before the round ends for defenders to get in a last second kill to see if they had a chance if they had been a bit faster, or for viewing a missile launch if the mode present is relevant. This is done by setting the timer to 10 seconds. This timer change is enacted even if the time of the round had less than 10 seconds remaining—meaning a round could be slightly longer than 10 minutes if taken to the final seconds.

The vote icon is shared between the two modes since they are in effect the same mode. The text written on the icon will reflect which mode is present for the map vote.

Missile Launch[]

Instructions1

Missile Launch instructions

Objectives are Scud missiles. The attackers aim to launch these missiles by approaching the parked vehicle and holding F. A mechanical whir can be heard as the missile is raised in preparation for its launch. The progress at which the missile is raised is rather slow. When no missiles have been raised the speed at which a missile is raised takes a player 30 seconds to complete on their own. Once the first missile has been launched, the speed for the remaining two is slightly increased. This results in the second missile to complete taking 25 seconds to complete with a single player. The final missile will take 20 seconds to raise with a single player. Speeds can be increased further if multiple players work to raise a missile at the same time.

First Missile Second Missile Final Missile Launch Speed
1 Player 30.00 s 25.00 s 20.00 s 100%
2 Players 21.00 s 17.50 s 14.00 s 130%
3 Players 16.50 s 13.75 s 11.00 s 145%


Players may find use in using Smoke Grenades to cover their positions around missiles while interacting with them (either to raise or lower the missile). While Smoke Grenades may keep players hidden from sight, these players should still be wary of attack methods that don't rely on sight such as Air Strikes and Grenades, or from players that are close enough to spray bullets blindly into the smoke with some level of accuracy. The Grenade Launcher can also be an effective deterrent on missile locations—especially used by defenders—to knock players away from the missile with consistent chip damage and to be alerted to the presence of players via the hit marker.

The Scud missiles that make up the objectives are made up of two parts: the stationary vehicular body and the moving missile attached to its rear. The body of the vehicle is solid and may be used for cover from enemy players, while the moving missile onboard is not. This may give the illusion of additional height to a player's cover when in fact there is no cover present. The entire bodies of the Scud missiles are surrounded by a green cel-shaded border when approaching them (yellow if using Color Blind mode). Standing within the missile as it is raised will unload the one-way textures and leave the player to view the world through the cel-shading that surrounds the unit. This shell of cel-shading will provide a psuedo–x-ray effect to the player, allowing them to see through map fog and smoke. This effect is limited in usefulness, only helping to remove smoke on The Somme or from Smoke Grenades.

Bomb Disposal[]

Instructions3

Bomb Disposal instructions

Objectives are bombs built of C4 explosives strapped to gas/jerry cans with electronics wired to set them off. This was done to keep the main aspects of the Missile Launch and Bomb Disposal mode already developed in Missile Launch, but modified aspects to account for if the map was a smaller indoors map. This kept the theming more cohesive and allowed extension to the variety of play options for players. Cel-shading around the bombs will help show players where these interactable objectives are. When at a distance the bomb will have a standard orange shading, similar to that seen on packages in Package Drop. As the player draws in to the bomb and looks at it the shading will change to green (or yellow if color blind mode is enabled) to communicate to players that they are within interactive range of the bomb and can begin to hold F to arm or disarm the bomb. This cel-shading is removed from bombs once it has been disarmed to show that it no longer has interaction possible. Additional to the cel-shading, bombs have a flashing red light on the electronics while the bomb is armed which will turn to a solid green light once disarmed.

Despite the implications of attackers causing damage and the defenders stopping those attackers from doing so, the roles are actually flipped for Bomb Disposal. In Bomb Disposal, the bombs have already been planted and set for detonation. Attackers are set off to disarm the bombs by approaching them and holding F, while defenders are trying to keep the bombs online. Compared to missiles the rate at which objectives are armed/disarmed in Bomb Disposal is much faster—boasting a speed of 20 seconds to disarm bombs, brought down to 15 seconds after one bomb has been disarmed. This was likely done to give attackers more room to disarm bombs in a smaller map where defenders would get to objectives faster than they would to missiles. The sound of a clacking keyboard is heard while disarming the bombs' electronics.

First Bomb Second Bomb Final Bomb Disarm Speed
1 Player 20.00 s 15.00 s 15.00 s 100%
2 Players 14.00 s 10.50 s 10.50 s 130%
3 Players 11.00 s 8.25 s 8.25 s 145%


Bombs have a rather small model that comes off the wall a small amount. This provides enough room for players to be partially inside and behind the bombs while interacting with them. This is particularly useful as players cannot circle around the objective like they can with missiles, leading to limited ways to defend themselves while interacting with the bomb. By being angled partly in the bomb, a player may face away from the wall and shoot at enemies without being blocked. For bombs that are at the dead-ends of small corridors and rooms, this provides very important options to a player instead of having their back to any approaching enemies.

Availability[]

Missile Launch[]

Bomb Disposal[]

Trivia[]

  • Missile Launch is programmed for Southwest, City Point, and Remagen but not made available in votes.
  • Missile Launch is the only game mode with interactable objectives to not have an orange cel-shaded border for objectives too far to interact with
  • The Color Blind option in the settings will change the cel-shading around objectives from a green shading to a yellow one, but will only immediately apply this change to bombs. Players will need to close and reopen their game if they want the Color Blind mode to change the cel-shading on missiles.
    • This may result in an ally being surrounded by yellow cel-shading inside of a green cel-shaded missile if the player does not reset
  • If an unsupported map were forced to load Missile Launch then the Scud missiles would spawn randomly and normally problematically; most of the time being out-of-bounds.
    • These missiles are fully interactable so long as players can reach them
  • Bomb Disposal used to be available for Tribute but was removed due to balance issues with the size of the map and spawn locations; the vote option is still seen in current versions of the game, but only loads Team Death Match if voted for.
    • The mode acts more like Missile Launch by providing a slow interaction speed with the whir played while launching missiles, but with the models of bombs
    • The map only had two sets of positions (a total of 6 positions with 3 per attacking spawn)
  • Since Cyber Tribute is a copy of the original Tribute's files before being edited, the programming for the Bomb Disposal mode is present for this version of the map too; however is similarly unavailable to vote for.
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