Pre-TU Team Slayer 2.0= 150% shield recharge & 110% health recharge rate. 110% speed, 125% jump, and normal gravity. Loadouts= sprint, evade, dropshield, and hologram. (all gametypes have the same loadouts)
Team Slayer TU 2.0= 110% resistance, 200% shield recharge, and 200% health recharge rate. 75% melee. 110% speed, 125% jump, and normal grav. same loadouts. (sl)
Team Slayer ZB 2.0= 110% resistance, 200% shield recharge, and 200% health recharge rate. 75% melee. 110% speed, 125% jump, and normal grav. sl
Pre-TU BTB 2.0= 150% shield recharge & 110% health recharge rate. DMR/AR start. 110% speed, 125% jump, and normal grav. sl
BTB TU 2.0= 110% resistance, 200% shield recharge, and 200% helath recharge rate. 75% melee and DMR/AR start. 110% speed, 125% jump, and normal grav. sl
BTB ZB 2.0= 110% resistance, 200% shield recharge, 200% health recharge rate. 75% melee and DMR/AR start. 110% speed, 125% jump, and normal grav. sl
Also: Jetpack, Armor Lock, and Active Camo are spread out around the maps to make the game more balanced.
that’s what i’ve got right now. once i get some testing done i will make changes if needed. i changed the speed on the BTB from 120% to 110%. to much speed inside buildings. also the 75% melee should cut down on beatdowns/pummbels through shields with bleedthrough on, but still allow for a kill with no shields(you can punch through the shields when they are really low, but only when they are low). i have increased the jump hight to 125% from 110%. the 110% resistance balances out pistol back to a 5 shot and it nerfs frags to a point you can take a frag at your feet with full shields and only drop to yellow health. i also put in advanced respawn settings to remove spawn camping. when you spawn you have 4 seconds of invulnerability and immunity to headshots and assassinations. so no more griefing by spawn traping! 