hogsquad • PM |
Apr 17, 2024 11:50 AM
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Ponyboy
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6. Race: Camping
Camping is not allowed. Camping is loosely defined as stopping in a race, even for a brief time, to get kills. In general, camping benefits the other team. This is because a camper rarely prevents as many laps as he could have attained by racing. In addition, our members and most of our guests want to focus on racing first, and find camping disruptive to that goal. 6.1. You may not wait for opponents to come along so that you may attack them. 6.2. You may temporarily hide to keep from getting killed, but you may not attack until you are back en route. 6.3. While on foot you may not fire or grenade down while on, or jumping or falling from, a bridge, cliff, ledge, platform, or boulder. For example, on Sidewinder, if you have taken a teleporter to one of the cliff flags, you may only attempt to jack a hog on the cliff, and may not fire down below. And, of course, you may not wait for that hog to hijack it—see rule 6.16. 6.4. However, you may fire or grenade down a slope, such as on the main course of Danger Canyon, as long as you are not breaking any of the camping rules. You may also fire or grenade down from the bases on Danger Canyon because the base is part of the course and does not present an unreasonable advantage to a player on foot. 6.5. You may not fire or nade up from between the ramps in Danger Canyon while on foot. (Associated post) 6.6. You may not use a sniper rifle. We cannot remove sniper rifles from our maps without unintended side effects (such as removing pistols, or adding fuel rod guns). Attacking from a hog Breaking any of the rules in this section is known as "hog camping". 6.7. You may fire from the gunner's turret, or fire or grenade from the passenger seat, only if your hog is not breaking any of the camping rules. This means that the hog must be racing or picking up a passenger, and not chasing a kill. In this context, "racing" means: •Proceeding toward the next flag, or •Driving to avoid being killed, while positioning to be able to resume proceeding toward the next flag. 6.8. If your driver is picking up a passenger, and waits more than a moment for pickup, you may not fire until the hog is moving again, unless you are firing in self-defense. 6.9. Similarly, if the driver or passenger jumps out to grab health, you may not fire until the hog is moving again, unless you are firing in self-defense. 6.10. Do not board or stay in the gunner's turret of a driverless hog unless a teammate is nearby and you believe that teammate is about to enter the driver's seat. If you don't have a driver, you must drive yourself! (Also see rule 4.4). Specifically, don't remain in the gunner's turret of a driverless hog for longer than three seconds. 6.11. Conversely, do not leave your post as gunner or passenger on a racing hog so that you may go on foot to attack or defend. The only reasons for a gunner or passenger to leave a racing hog are (1) to race in another hog, typically because it has a better weapon, or (2) to proceed to a different flag. Note: Although we allow this practice, we do not encourage it, as it is normally better for your team to stay "2 to a hog" even if you are temporarily "out of rotation" with your driver. 6.12. Don't gun from the back of a driverless hog, except when you are under attack. Even then, you may only empty your rocket magazine, or shoot with a machine gun for no longer than three seconds, after which you must exit the gunner's turret. Note: Being "under attack" means someone is actually firing at you, or throwing grenades at you, not that you think they might be doing so in the near future. Hijacking a hog 6.13. If on foot towards your next flag, or having just spawned, you may hijack, or "jack", a hog by flipping it or killing its occupants. You MUST then take the hog, unless you are still under attack. Once you are no longer under attack, you must then take the closest hog, if any are still nearby. •On Sidewinder, if you blast a hog off the cliff, and the occupants have died, you must go down to get the hog to drive. If any of the former occupants are alive, you have the option to continue trying to hijack the hog (but be sure not to fire or throw grenades until you are at hog level). •On Ice Fields, if you blast a hog off the bridge, you do not need to get the hog to drive, as your chances of getting the hog without dying are very low. 6.14. You may not jump out of a hog to hijack another, even if you are in the passenger seat. However, you may get out to take an uncontested hog. 6.15. You may attack an enemy player to keep them from getting into a hog. Although we allow this, we discourage it if the enemy is not a threat and there is another hog available for you to race in. 6.16. You can't stop to wait to jack a hog unless the hog is in sight, and a few seconds away. In other words, don't stop to wait for a hog to hijack. 6.17. You may not "nade spam" an area in hopes that a hog will drive along and be blown up. Your grenades should be aimed to hit a known target 6.18. Once you have begun to attempt to hijack a hog, you may run after it to continue attacking until you either succeed or no longer have a chance of hijacking it. 7. Defending yourself 7.1. You may attack an enemy player when they are attacking you or you believe you are in imminent danger. 7.2. If you are driving a gunner less hog, you may only exit your vehicle to defend if: •Your hog has been stuck with a plasma grenade. •An enemy chain hog is shooting you, or an enemy rocket hog with a gunner is following or approaching you. In either case the enemy has to be close enough to be doing damage to you and you would be able to throw a nade on them with a reasonable throw (they should be on your radar scope). •If you are under threat by a chain hog with gunner, but they are not currently attacking you, you may not exit the driver's seat to defend yourself. Instead you may drive evasively or even drive somewhere they won't see you and allow them to pass you by to remove the threat. 7.3. However, if you are driving the map backward in a last lap defense, you may not exit your hog for any reason. 7.4. If driving solo in a hog, you may stop to pick up a rocket launcher only if it is en route to your next flag. You may not stop to pick up a rocket launcher if there are two or more in the hog. 8. Race: Chase Killing 8.1. Don't veer out of your path (which, as covered elsewhere, should be to your next flag) to run over an opponent. This is called chase killing. 8.2. You may, however, run over an opponent if they pose an immediate threat. For example, if you are solo in a hog, and an enemy is about to get into, or is in, the gunner's turret of a hog, you may swerve to kill him or knock him out of the hog. 8.3. Do not stop or slow your hog, or otherwise delay your hog's progress, including by spinning, for the purpose of allowing your gunner to fire at an opponent. 8.4. You may choose a route that maximizes your chance of killing the opponent, as long as the route can reasonably be considered as progressing to your next flag. For example, if a lone hog on the bottom level of Gephyrophobia uses the tunnel to red base to proceed to the top level, a hog with gunner may also go in that direction, so long as they need the lap flag next. (Associated post) 9. Race: Last Lap Defense 9.1. On the last lap, you may turn and drive backward to defend. You are considered to be on your last lap when your teammates ahead of you can win the race by scoring and you therefore wouldn't be able to get another lap by continuing, assuming your teammates ahead of you all score. The most common scenario in which this happens is that you have six players on your team, two in your hog, and you have just scored the 11th (or greater) point. Let's do the math. You need 15 to win. Assume there are two of you in the hog and six players on your team. If your team score is 11 or higher after you score, then the four players on your team who are not in your hog would likely score before you, bringing your score to 15 for the win. You may use the last lap defense. But what if you bring the score up to 12 and another hog on your team has already turned to defend? At that point there are only two of your teammates ahead of you to score, so you or your hog-mate must score to win the game. So you must proceed through your flags to try to score to help your team win. What if you have three people in your hog and score the 11th point? You can't turn because there are only three people ahead of you in the rotation, meaning someone in your hog will need to score the 15th point. Sound overly complicated? Then don't use it, or only use it in the 6-2-11 scenario (six players on team, two in your hog, and you just scored 11 or higher). 9.2. Once you have turned to defend, you must travel backward (opposite of the normal route) until you reach the vicinity of the previous base (usually red base), and then travel from base vicinity to base vicinity until the race is over. The vicinity is defined as within a few hog lengths of the base. If you miss a hog that you are trying to kill, you may not turn to go after them, nor may you slow or stop to give your gunner another chance to kill them. •On Gephyrophobia you may travel backwards (clockwise, as viewed from above) on the top level, without dropping to the lower level. On Blood Gulch, Sidewinder and Ice Fields: you may travel base to base without passing through flags. On Timberland, Danger Canyon and Infinity: you must pass through all flag areas as you travel backward. On Death Island you must pass through all flag areas as you travel backward, except the small jump below the big jump. 9.3. You may not use the last lap defense on foot. If on foot, you must proceed through your flags in rotation until you can get in a hog |