Hammond Hot Potato
This code is over 6 months old. The code may have expired and might no longer function.
Hammond Hot Potato by Rhinoninja#1268
Hammond Hot Potato takes the classic game of (normal) hot potato and puts an overwatch spin on it!
At the beginning of each round, random players are given a potato, which they can pass by hitting other non-potato holders with grapple fireball, quick melee, or piledriver.
When the time in a round runs out, everyone with a potato explodes, losing a life.
Lives (indicated by score) are allocated based on the number of players in the lobby:
(2 - 4 players) -> 4 lives each
(5 - 7 players) -> 3 lives each
(8 - 10 players) -> 2 lives each
Players that join late recieve a temporary score of -1, which then gets set to the lowest score amount in the lobby when the next round starts. This makes it more fair to people who have actually been playing the match the whole time.
When a player reaches 0 lives, they are out for the game. However, their presence in the lobby still affects a part of the game...
Similarly to life allocation, the amount of potatoes handed out also depends on the amount of players in the lobby, In or Out:
(2 - 4 players) -> 1 potato
(5 - 7 players) -> 2 potatoes
(8 - 10 players) -> 3 potatoes
The amount of potatoes holds true even if a majority if the lobby is out. For example, if there are 10 players in the game, 5 are out and 5 are in. Normally with just 5 people in the game, 2 of those players would have potatoes, but since there are 10 total people, 3 potatoes are actually active in the game.
There will never be an equal amount of potatoes to an equal amount of alive players in a game. For example, if there are 10 players in the game, 7 are out and 3 are in, there will be 2 potatoes handed out.
In summary, the game moves as fast as the total player count, not just how many people are alive.
Hammond Abilities
Grapple
- Reaching fireball speed reduces its cooldown, allowing skilled players to chain successful movement together
Adaptive EMP
- Only for potato holders, adapative EMP hacks all nearby players for a time that scales with nearby enemies.
- Using a quick melee lunge to follow up a successful EMP is a good tag confirm
Piledrive
- Holding jump at any point during downwards motion will bounce you off the ground when you land.
- Use the piledrive indicator box to help the timing. It goes green when you should press jump.
- Stuns potato holders when you do not have the potato
Quick Melee
- Performs a small lunge, useful to tag close by people when grapple is inconvenient
- There is only one charge per crab mode, you must go back into ball form to recharge it.
- This is shown by the melee lunge indicator box:
Minefield
- Your ultimate is built up by hitting players of an opposite role (hitting a potato holder as a non-potato holder and vice versa).
- The mines stun players, which makes for great zone control and great defense.