[ | Push the payload along the tracks by standing near it. Capture checkpoints to secure more time, reach the end to win! ―Offensive. |
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[ | Stop the enemy from pushing the payload. Standing near it blocks its advancement. Drain the timer to secure the win. ―Defensive. |
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Payload is a gamemode in Typical Colors 2.
The objective is that GRN team tries to move a bomb cart into a hole where the RED team's base of operations is. The bomb starts at the GRN team's base and the team has to move it by standing around it, certain classes move it at different speeds, the Flanker moves the cart at 2X speed, whilst the other classes move it at 1X speed, the speeds stack if multiple team members are moving the payload, however it caps at 3X. If no one is moving the cart, after 15 seconds it starts moving backwards. The cart acts like a Level 1 Dispenser with a bottomless ammo pool, granting 10 health, 20% ammo, and 40 metal per second to anyone pushing it.
If a member of the RED team moves into the radius of the payload while a GRN member is on it, the payload stops moving. When the RED member is killed, the cart continues moving, if the GRN member is killed then the 15-second timer starts.
For RED to win, they must prevent the cart from reaching the end until time expires. For GRN to win, they must push the cart to the end of the track. Along this track, there are multiple checkpoints which add additional time to the timer. Some checkpoints will move GRN's spawn closer to the cart, and push RED's spawn back farther. If the cart moves back, it will continue backwards until it reaches the last checkpoint.
If the timer ends while the cart has capture progress or time until it moves back, then the game will continue into Overtime. The amount of time granted during overtime depends on how far the payload has reached and how many checkpoints have been acquired. If the cart has one checkpoint left, then 45 seconds of Overtime will be granted. If it has 2, 30 seconds will be granted. If it has 3, then only 15 seconds will be granted. If the cart has more points than 3 left, then only the amount of time until the cart moves back will be given. Pushing the cart during overtime adds to the overtime timer and will make the seconds remaining count up instead of down.
If GRN reaches the next checkpoint, the game continues as normal, or ends if it was the final one. If RED successfully prevents the cart from reaching a checkpoint the remainder of the Overtime, then they will claim victory.
Tactics
GRN Team (Attacking)
- The payload cart has a hitbox, which means it will stop bullets, projectiles, and fire. If things get desperate, you can hide on one side of the cart to block out RED team's damage.
- Players on GRN team can constantly refill their health and ammo while pushing the payload, similar to a Level 1 Dispenser.
- The payload grants an infinite, sustainable metal source for GRN Mechanics.
Classes |
Strategy |
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Flankers on offense can prove extremely useful during Payload. His double capture rate can make good progress in pushing the payload, even by himself. He can even triple his capture rate with the Specialist, making the payload go even faster!
If his teammates are pushing the payload, he can even run around them and fight incoming enemies to make sure progress won't be slowed by them. He can also act as an "alarm", which means if his teammates see him die, they'll finish off the enemy who killed him. However, Flanker's worst enemy, the Sentry, will be commonly found in the Payload gamemode. If there's one up ahead, a Flanker will have to depend on teammates to take it out, or he can even kill the Mechanic who built it to ensure he can't repair the damages. One last thing: if an Annihilator smugly puts a stickytrap around the payload, a Flanker will need to take one for the team and make the stickybombs explode on him. (However, you can still survive if you drink the Bloxy Cola beforehand.) |
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Trooper can prove to be very deadly when he's on the GRN team. Just like Flanker, he can fight incoming enemies before they reach teammates that are pushing the payload by rocket-jumping towards them. The only difference is that he has more health and power, so he can last longer in more fights.
However, GRN Troopers will need to use rocket launchers that deal more damage, rather than those that specialize in rocket-jumping. The reason is that in the Payload gamemode, it's a lot easier for the RED team to catch Troopers when they're rocket-jumping. Even though you kill someone with the Market Gardener, your victim's teammates will retaliate and there's a good chance you won't escape alive. This especially becomes a problem if a Sentry shoots at you mid-air and can even juggle you until you die. Trooper's weapons that take full advantage in Payload include (but not limited to) the Furious Flagxe, the Direct Hit, and any three of the banners. |
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Arsonist is a class that's much better off pushing the payload themselves.
Their Flamethrower is only good when an enemy gets close, which will make it useful to fend off any enemies approaching the cart to stop it. Arsonist's airblast also proves useful for the same reason, but it can also be used to push a RED Annihilator's stickybombs out of the way, or even send a Level 3 Sentry's rockets back. If there's a RED Agent, you're the only one who can stop her in her tracks. Agents will always pop up behind the payload, so keep an eye out there to catch any Agents looking for backstabs. In summary, although GRN team is on the offense, Arsonist will have to play defense in order for the rest of its team to do their job. |
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Annihilator plays an incredibly huge role on Payload as part of GRN , and that's because he directly counters the RED Mechanic.
If you haven't figured it out yet, it's common to find a Sentry preventing the GRN team from pushing the payload. However, Annihilator can shoot his grenades from a safe distance without receiving any damage. And if a Mechanic tries to run and save his stuff, he'll get blown up first before the Sentry does, which will be a bonus. Because of this, it's widely advised not to play as an Anniknight (Annihilators who only fight with their melee) if you're on GRN team, because the lack of a Grenade Launcher will really ruin chances of your team's victory. Just like Trooper, the Furious Flagxe will make the Annihilator push the cart faster. |
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Brute is another class who plays best if only pushing the cart. In fact, he's the "main character" for GRN team in a game of payload because of this reason.
He has 300 HP, the most health of all the classes, which will help him take more shots from enemies. His slow speed won't be a problem, because he can still walk along the payload, or even hitch a ride by standing on top of it. However, if he gets overwhelmed by tons of enemies at once, he definitely won't survive. It's a good idea to pack a lunchbox item in your pocket if you play as Brute, in order to restore your health in a pinch. Another thing you need to beware of is RED Agents. Agent is your worst matchup (see Brute/Class Matchups), and can easily take you down with one stab. Remember that Agents like to approach from behind, so turn around and shoot your teammates to check for Agents. If an Arsonist is pushing the payload with you, you can trust it watch your six while you focus on what's ahead. |
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Mechanic on offense is a very underrated class. Because the Mechanic is listed as a defense/support class, there's no point in building a Sentry when you're attacking, right?
Wrong. Building a Sentry can actually help your teammates win their individual fights. You can be a lot more efficient if you use the P.D.Q to build faster, or the Gunslinger to build a Mini-Sentry that costs less metal and won't be a big deal if it gets destroyed. Your Dispenser will give teammates a place to run back to to regain health and ammo, instead of looking for kits and boxes. If teammates die, a handy Teleporter at spawn will help them get back to the payload faster, and save them the long, boring walk to it. Propaganda may say that a GRN Mechanic on Payload is pointless, but you should not underestimate his hidden potential. |
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Doctor is the saving grace of the GRN team in a game of Payload.
His Medigun saves the time and stress it takes for teammates to find health packs, and his infamous ability to SuperCharge can also help a teammate wipe out an entire Mechanic's nest in a flash. Alternatively, other weapons can be used to heal and save teammates in a pinch, such as the Rejuvenator that fully heals in a very short time, or the Vaccinator that resists against specifically bullets, explosions, or fire. |
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A Marksman on GRN team most of the time stays a good distance away from the midst of the chaos, allowing him to pick off members of the RED team before they can approach his teammates and assault them.
GRN Marksmen will always be seen sniping from their spawn room at the start of a Payload game. The spawn room blocks enemies from entering, but not bullets from flying.
If, however, a Marksman wants to play more aggressively in a Payload game, he'll have to be pushing the payload and using more mobile weapons such as the Huntsman or Poacher's Pride. For a slight speed boost, the Razorback will be helpful too. |
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Agent is a very important class for the GRN team. Not only can she destroy the RED Mechanic's buildings, she can also kill enemies without any warning signs, as they'll be distracted with stopping the payload instead of preventing their murder.
However, Agents will need to be careful. A lot of enemies will hang around the RED Mechanic's buildings, so at some points it will be nearly impossible to get away with sapping or backstabbing. An underrated strategy would be to cloak, run all the way to the enemy spawn to find the Teleporter Entrance, and enter it while disguised. Once she does, she'll look like a teammate who just arrived, which will make it easier to kill the RED Mechanic who would most likely be nearby. One more thing to note: if you backstab an enemy while next to a Sentry, you'll receive a "rude awakening". To prevent this, try out the Your Eternal Reward, which immediately disguises you as backstab victims. |
RED Team (Defending)
- If the payload is being pushed, a RED player can stand near it to stop it.
- In general, the RED Team can take care of what's in front of them, but will be oblivious to what's behind them. In order for your defense not to fail, make sure no one on GRN is trying to sneak up on the backlines.
- At the start of the game, you will have the upper hand, as the GRN team will be stuck in a room while you have the whole map to run around.
- RED team also has easier access to health packs and ammo boxes.
Classes |
Strategy |
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While Flanker may specialize in offense more than defense, he can still help RED team keep things under control.
His speed is his biggest strength here, so he'll be able to run behind the payload and stop any GRN players from approaching the cart. He can also stop any Flankers or Agents sneaking behind the enemy lines. In other words, he may not be a "main character" if he's on RED team, but he can still do his part and pick off weaker enemies so his teammates can focus on the stronger ones. Recommended weapons for RED Flankers include the Baby Face's Blaster for its incredible speed, or the Lupara DB for its high damage output and ability to push enemies away from the cart thanks to it's knockback. |
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Troopers on RED team are definitely a force to be reckoned with.
A Trooper's rockets deal knockback to foes (especially the G-Bomb) which will prevent them from pushing the payload. His rockets also do splash damage, so he can blast multiple enemies at once. And just like Troopers on GRN team, any three of the banners can really make a difference once you blow your horn. RED Troopers can also go for the Trolldier playstyle (Troopers who only kill with the Market Gardener), as it'll be easier to pick off any enemies attempting to take flank routes. |
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Arguably, the Arsonist is a lot more valuable to RED team than GRN .
Their Flamethrower can discourage any enemies pushing the payload (though do beware that pushing the payload heals them and can beat out the afterburn). An Arsonist can also find cloaked Agents and equip the Homewrecker to destroy any Sapper. Arsonists can also airblast rockets and grenades to protect teammates and their Mechanic's Sentry. You can even try using the Interceptor and sneak behind to deal extra damage to anyone pushing the payload. |
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On RED team, Annihilator's best weapon is his Stickybomb Launcher, and for one big reason: stickybombs planted on the payload will discourage the GRN team from pushing the payload. A ton of them will be enough to kill a Brute on full HP.
It's also safe to play as an Anniknight (Annihilators who only fight with their melee) to discourage any enemies from flanking. There are swords that work best in a game of Payload, such as the Black Death which rewards kills by increasing your damage and speed, or the Spartan Savior which allows you to regenerate your charge with ammo boxes (because in Payload, the RED team has more access to ammo boxes) |
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Brute practically acts as a second Sentry. He has a lot of health, and his Minigun has a fast firing rate.
However, if you're off the field and back in the spawn room, your RED teammates might have a slight problem. Without the threat of a Brute, the GRN has some breathing room and can push the payload a bit. As a Brute, you'll need to stay alive as long as possible to prevent the GRN team from capitalizing on your teammates. |
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Everyone who plays Typical Colors 2 agrees that a RED Mechanic is the "main character" when it comes to the Payload gamemode.
His Dispenser marks the backlines of the RED team, where teammates can retreat to to regain health and ammo. Lastly, with Payload maps being so big, his Teleporters will come in handy to transport respawning teammates back into the fight. And if any of these buildings get destroyed, the RED team starts to fumble and the GRN team will freely be able to capture checkpoints, so a Mechanic will need to keep an eye on all his buildings and stop Agents and Annihilators from messing up his plans. In other words, without a Mechanic, the RED team will lose a game of Payload quickly. |
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Although a Mechanic's Dispenser can heal, its healing rate is slow, even at Level 3. However, the presence of a Doctor can help teammates recover their health very quickly, especially if he has the Rejuvenator.
Battles during Payload will be very intense, so you'll need to be quick on your feet and listen for any teammates calling for you. The best thing is, teammates won't need to head back to the Dispenser to heal up, because you, the Doctor, can heal them on the fly with your Medigun. You must be careful though... traversing the map alone is dangerous. Even though you have weapons to defend yourself, your chances of winning fights are low (but not slim). Stick with teammates so you won't easily be killed. In the end, you can even unleash a SuperCharge to make it extremely inconvenient for the GRN team. |
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A Marksman on RED team should not be underestimated. Being the only class that can deal immense damage from far away, he can snipe any GRN players pushing the payload, forcing them to be more cautious or altogether running away.
What's even better is that he can stop GRN team from running towards the payload in the first place, which will push them back even further. However, if any enemy successfully takes a flank route, you'll be easily overwhelmed. Trust your teammates to take care of nearby enemies while you cover the area beyond them. Because most of your camping spots will be near your Mechanic's Sentry, you can wear the Razorback to avoid Agents backstabbing or shooting you. |
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While there might be not many buildings to sap, an Agent can still come in handy when fighting the GRN team.
The reason being is that you can easily sneak behind people pushing the payload and backstab them, thus hampering their efforts. However, more alert enemies will know this, so you'll need to constantly switch up your strategy on getting kills.
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Maps
Trivia
- Different maps use different Payload cart models.
- Pushing the payload before setup ends shows that it can still give ammo and health, but cannot be pushed.
- CookiesInOJ created the 2020 model and the 2021 model designed by Green_Sama.
- Toad_85 created the 2016 model.
- Mechanic's buildings can be destroyed without dropping a small ammo pack when being ran over by the Payload cart.
Bugs
- Sometimes, the GRN/RED checkpoints will not show on the progress bar during the round. However, this is just a visual bug and doesn't have any gameplay influence.
Gallery
GUI
Miscellaneous
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Standard Gamemodes | Attack/Defense • Arena • Capture the Flag • Control Points • King of the Hill • Payload • Player Destruction • Team Deathmatch | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Alternative Gamemodes | Equally Randomized • Experimental Test • Infection • Medieval • Prop Hunt • Randomizer • Training • Vs. Bosses | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Removed Gamemodes | Assassination • Mann vs. Machine • Randomizer DM |