![]() Attackers can use this info to work out if a Defender is attempting a defuse whilst out of sight (such as if they are behind the cover of a crate). The spike's lights, usually light blue during countdown, turn red and the spike's outer casing begins to rise up from the floor to the top of the spike. Defusing takes 7 seconds, with an audio cue being given to all players in range each time a Defender attempts a defuse. ![]() on top of crates and walls that only agents like Jett, Omen, and Raze can reach using their mobility abilities), it will proceed to automatically bounce off of the structure until it falls onto the ground.ĭefenders can defuse the spike using a Defuser. If the spike is dropped in a location that cannot be reached by most agents (i.e. ![]() A dropped spike is visible on the minimap to Attackers, and to Defenders while they have sight of it. When an attacker carrying a spike is killed, the announcer will tell both teams that the spike has been dropped and where this happened. If all attackers leave their spawn without anyone picking up the spike, one of the agents on the attacking team will play a voiceline reminding players that the spike is still in the spawn area and that it needs to be picked up. The spike is carried like a weapon the carrier can drop the spike, and it can be collected only by other Attackers. The team will see an icon appear below the carrier's portrait. At the start of a round, the spike is dropped in front of the Attackers and can be run over to be collected. ![]()
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