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HEADQUARTERS DISRUPTERS

- safezone  players with the best truck APC


 doesn’t have an assigned building
HOSPITAL  Your job – KEEP THE OPPONENT BUSY.
 100% healing speed increase  You have 4 free APCs that you can use to hit enemy
 moderate points bonus to all allies buildings, towers, bases and such.
 healing buff is stackable
 This keeps the enemy working on their own buildings and
OUTPOST towers instead of hitting ours or worrying about the key.
 small points to allies Disrupter basically just fuck shit up!

ARMORY ALL PLAYERS TASKS


 50% might & resistance to all allies 1. CLASS APC - Take & reinforce your assigned building.
 stackable
2. APC 1 - Build towers (R4s only)
Reinforce/garrison towers (all players)
COMMAND CENTER
 provides teleports to share among allies 3. APC 2 - Gather!!

4. APC 3 – use as needed


ROCKET REPAIR SHOP
 hug point bonuses to allies

TEAM RELAY AEROSPACE KEY & THE RELAY STATIONS


 aerospace key escort stronghold Did you know that the key RESETS????
 both teams can occupy
Example: Let’s say B takes the key, R is the opponent
SPACEPORT
 generates aerospace key 1. There are 4 relay stations, 2 for each team.
B got all relay stations = the option to capture the key
WATCHTOWER will not appear for R.
 territory expansion for allied forces
 can be attacked 2. The key is now travelling to the next relay station, now
it’s landed. While the key is parked on a relay station, R
CRATER attacked the relay and won. The key resets and is
 meteorite source for building watch tower returned to the shuttle.
 small points to individual players
3. Say B got the key again, then while the key is travelling,
R attacked the next relay station the key is going to. The
key resets again.

KEYPOINTS:
ATTENDANCE RULE: 1. The disrupter takes the first key.
 We start with volunteer line up. 2. When the key is about to come out, take all relay
We will not sign up the 20 main players and 10 stations if possible, so the enemy won’t be able to
reserve players. Only those who will volunteer to capture it.
join will be signed. 3. While the key is travelling, garrison all the relay
stations so it won’t be taken by the opponent.
 NO SHOW = you sit out the next oblivion match.
4. If the key gets reset by the opponent, either attack
 Next game matches, those who are always present the relay station it landed or take the next relay
will be automatically signed up. Anyone else who station it is going to and garrison it.
wish to join can just be added.
5. When the 2nd & 3rd key comes out, another player
can take the key while the disrupter guards him by
WHY IS THIS IMPORTANT?? reinforcing the relay stations as the key moves.
Because the MMR is based on the
number of players signed up.
We get matched with a stronger
opponent bec we sign up all
20 main + 10 reserve players.
BUILDINGS ASSIGNMENT

REMEMBER!! (resets every game)

1. HOSPITAL –
OBLIVION IS A TEAM PLAY & NOT AN INDIVIDUAL GAME.
GETTING HIGHER POINTS INDIVIDUALLY WON’T MATTER
2. OUTPOST –
IF THE TEAM LOSSES THE MATCH. 3. ARMORY –
4. COMMAND CENTER –
WORK AS ONE. 5. ROCKET REPAIR SHOP –
THE TEAM WINS.
6. RELAY 1 –
EVERYBODY GETS THE BETTER REWARDS.
7. RELAY 2 –
WORK ALONE.
THE TEAM LOSSES.
EVERYBODY GETS THE PENNY REWARDS. DISRUPTERS
1.
2.
3.

OTHER PLAYERS:
1.
2.

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