Payload
| Payload | |
|---|---|
| Goal | Push the cart to the end of the track |
| Maps | Kraken Pier |
In Payload the attackers escort a cart along a track and the defenders try to stop it until time runs out.
Rules
- Setup: the cart is locked for the first 30 seconds.
- Clock: 20 minutes once the cart unlocks. Each checkpoint the cart reaches adds 7.5 minutes.
- Pushing: attackers standing next to the cart move it. Speed depends on how many push: 1.0 m/s for one, 1.4 for two, 1.7 for three and 2.0 m/s for four or more.
- Blocking: a single defender beside the cart stops it dead.
- Rollback: if no attacker touches the cart for 20 seconds it rolls back at 0.5 m/s, but never past a checkpoint it has reached.
- Overtime: if time runs out while an attacker is on the cart, the round goes to overtime. It ends once no attacker has been on the cart for half a second, so the defenders have to clear the cart to win.
- Winning: attackers win when the cart reaches the end; defenders win when the clock runs out.
- Respawning players come back at the spawn point nearest the front.
Tip: Dying on the cart and running back costs nothing, since rollback waits 20 seconds. Abandoning it to go hunting does.