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{{Quote|In this classic game mode from the mod, the attackers must capture one point at a time pushing the enemy back as they advance. The attackers start out with much fewer waves and not a whole lot of time, but each time they capture they gain an additional 5 waves and a 5 minute time extension.|In-game description}} |
{{Quote|In this classic game mode from the mod, the attackers must capture one point at a time pushing the enemy back as they advance. The attackers start out with much fewer waves and not a whole lot of time, but each time they capture they gain an additional 5 waves and a 5 minute time extension.|In-game description}} |
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− | In Push, the attackers will start with 5 waves and 5 minutes of allotted time. If objective Alpha or Bravo is captured, the attackers will gain 5 additional waves and 5 minutes of extra time. However, If objective Charlie is captured, the |
+ | In Push, the attackers will start with 5 waves and 5 minutes of allotted time. If objective Alpha or Bravo is captured, the attackers will gain 5 additional waves and 5 minutes of extra time. However, If objective Charlie is captured, the defending team will only be granted 1 respawn. Objectives are attacked in a sequential order: Alpha, Bravo, Charlie, Delta. The first three objective are captured as an area objective, while the last objective must be destroyed via explosives, winning the round. |
Defenders are alotted 15 reinforcement waves initially. 1 respawn will be granted if an objective is captured by the attackers to allow for the defenders to set up a defense. However, if objective Charlie is captured, the defenders will lose all of their reinforcement waves and will be granted 1 respawn. |
Defenders are alotted 15 reinforcement waves initially. 1 respawn will be granted if an objective is captured by the attackers to allow for the defenders to set up a defense. However, if objective Charlie is captured, the defenders will lose all of their reinforcement waves and will be granted 1 respawn. |
Revision as of 21:08, 21 September 2016
Three objectives must be captured and a fourth objective must be destroyed by the attacking team in sequential order. For each objective captured, they gain more reinforcements and time to attack the next. Defenders have a finite amount of reinforcements and must use each wisely.
Insurgency
"In this classic game mode from the mod, the attackers must capture one point at a time pushing the enemy back as they advance. The attackers start out with much fewer waves and not a whole lot of time, but each time they capture they gain an additional 5 waves and a 5 minute time extension."
— In-game description
In Push, the attackers will start with 5 waves and 5 minutes of allotted time. If objective Alpha or Bravo is captured, the attackers will gain 5 additional waves and 5 minutes of extra time. However, If objective Charlie is captured, the defending team will only be granted 1 respawn. Objectives are attacked in a sequential order: Alpha, Bravo, Charlie, Delta. The first three objective are captured as an area objective, while the last objective must be destroyed via explosives, winning the round.
Defenders are alotted 15 reinforcement waves initially. 1 respawn will be granted if an objective is captured by the attackers to allow for the defenders to set up a defense. However, if objective Charlie is captured, the defenders will lose all of their reinforcement waves and will be granted 1 respawn.
Whether a faction's role is defender or attacker will vary depending on the map being played.
[Edit] Gamemodes of Insurgency
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Sustained Combat | Occupy • Push • Skirmish • Strike |
Tactical Operations | Ambush • Elimination • Firefight |
Cooperative | Conquer • Checkpoint • Hunt • Outpost • Survival |
Competitive Matches | Firefight |
Insurgency: Modern Infantry Combat
TBA
Template:Navbox gamemodes IMIC