Typical Colors 2 Wiki

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Typical Colors 2 Wiki

[ ”Grlean, Grlean Glrean. What is ur problem Grlean? Mi sai alon ramp! Mi sai alon ramp!”
―Moments before Tense1983 gets a 30 minute TC2 Competitive ban
]

This blog post is meant to serve as an actual way to make competitive TC2 populated and the steps to make TC2 somewhat different from TF2’s competitive mode

There are five main formats in competitive TF2 (6v6, 4v4, Prolander, Highlander, Ultiduo) which will be replicated in TC2’s competitive mode concepts.

6v6 is the easiest to remember as it’s the most popular. The meta is going to be 1 Annihilator, 1 Doctor, 2 Troopers and 2 Flankers. There is a class limit of 1 for Annihilator and Doctor and a class limit of 2 for everyone else.

4v4 is just like 6v6 in terms of class bans with the meta having one less Flanker and Trooper. There cannot be a Brute and Doctor combo in this format however, as it’s very oppressive in high-skill situations and the smaller team sizes.

Prolander is a 7v7 with a 1 class limit, making it a mixture between Highlander and 6v6.

Highlander is also easy to remember, as it’s a 9v9 with all teams having one of each class.

Ultiduo is a format where it is only two players per team, with the two players only being a Trooper and Doctor

Pre-round[]

Ping Limits[]

A ping limit of say, 450-500 is necessary feature for competitive and skill-based matches. Trying to hit an enemy player that is teleporting/rubber-banding is very hard to keep track of or to avoid damage from, especially with classes like Marksman or Agent who have instant-kill abilities

Map Veto System[]

There are 8 maps randomly selected and each team gets to ban the maps in this order:

  • First team: Ban up to 3 maps
  • Second team: Ban up to 2 maps
  • First team: Ban up to 2 maps
  • Second team: Select which team they want to start on (RED or GRN)

(I am thinking about adding another step where a specific gamemode is selected first but idrk if it’ll make this system worse)

Weapon Ban System[]

Because there isn’t any data to go off of in a TC2 competitive environment (all data we can really get is from casual TC2), both teams will be able to select which weapons will be banned in this way:

  • Both teams decide if they want to ban weapons or keep all weapons with a voting system. If tied, both teams will do a flip-coin system where both teams have a 50/50 chance of getting their way. If it voted for or RNG favors the weapon ban, the system resumes
  • First team: Required to ban up to 4 weapons
  • Second team: Required to ban up to 4 weapons

Gamemode restrictions[]

This is a list of gamemodes that each competitive format can only play on for the overall pacing and feel of the format

6v6[]

5CP and KOTH

4v4[]

3CP and KOTH

Prolander[]

Payload, Payload Stopwatch, 5CP and KOTH

Highlander[]

Payload, Payload Stopwatch, 5CP, KOTH, Attack/Defend and Attack/Defend Stopwatch

Ultiduo[]

KOTH

Parties[]

The match-making system will be intended to match up players in a similar boat: Solo-Queuing players will try to match with and against other Solo-Queuing players. Full stacks will also try to match up against another full stack aswell. This to make the playing-field for both teams (in terms of cooperation) equal and not just a one-sided stomp

Objective/In-game changes[]

A map is played of a maximum of 3 times with each team switching each round. Of course, first team to win two rounds wins

Control Points[]

Stalemates occur when the teams don’t capture the other’s final point. This means that on Control Point maps, having the enemy team’s 2nd point captured will still result in a stalemate after the round timer ends because they didn’t capture the enemy team’s final point. This is to balance out giving the winning team the automatic advantage of just only needing to defend the mid or 2nd final point while the losing team has to go on the offensive which is a disadvantage

The base round timer is set to 5 minutes which resets everytime a control point is captured. To compensate for this, there is another timer set for 15 minutes that starts after the first control point has been captured. This timer cannot be reset and when the timer ends, it will result in a stalemate no matter what as a way to prevent the match from being prolonged. Of course, capping the enemy team’s last control point will stop this alternative timer prematurely and result in your victory and vise versa

Overtime[]

Overtime does not exist in the rest of the competitive gamemodes as to encourage team fights, strong pushes and dedication to the objective

Stopwatch Mode[]

This style of Attack/Defend and Payload maps are faster-paced with no overtime. The gamemode is centered around the attacking team needing to push the payload to a checkpoint or capture the first point in a set amount of time

Stopwatch Payload[]

The GRN team must capture up to the 2nd or half the amount of checkpoints in a payload map with a stopwatch timer going on with the round timer. They do not need to push the cart to the final point as the game results in a GRN victory when the 2nd checkpoint has been captured. When the teams switch roles, the new GRN team must capture the same amount of checkpoints in a shorter amount of time than the stopwatch counted for or capture more checkpoints than them to win.

If the team that started on GRN gets 2 checkpoints captured and manage to prevent the new GRN team from getting a faster 2nd cap time than them or from capturing more checkpoints, they will win the round. If the team that started on RED managed to prevent the attacking team from capturing their 2nd checkpoint and manages to capture more checkpoints than the previous GRN team, they will win

If the GRN team managed to capture 2 checkpoints but the new GRN team captured more than them, then the map resumes with the last 2 checkpoints with the game resuming as a normal payload match and having the spawns be as if GRN had just captured the 2nd checkpoint

Stopwatch Attack/Defend[]

Similar to Stopwatch Payload, after capturing the first point, the game results in a GRN victory and the roles for the teams switch. The new GRN team must capture the point faster than the previous GRN team or capture the last point aswell. If both teams manage to win both rounds, the teams will switch roles again but now GRN must capture RED’s last point instead of the first point and respawns will be as if GRN had captured RED’s first point

Krystal reaction

tc2 devs after realizing they can make more money by adding more virtual items that are hard for the player base to obtain

Rewards/Post-Game Benefits[]

For these rewards, they are based on the individual player, not the team as a whole making stolen valor less of a common occurrence

XP Bonus[]

The losing team will be given a 25% XP bonus (XP Earned x 1.25) and the winning team will be given a 40% XP bonus (XP Earned x 1.4)

Funds Bonus[]

The funds for both teams have a 50% increase

Random Drop Percentage[]

Strange Cosmetics and Strange Weapons have a different drop percentage to increase incentive to playing competitive mode and rewarding skilled players with more rewards

  • Strange Cosmetics have a drop percentage of 2.222% (1 in 45)
  • Strange Weapons have a drop percentage of 1.667% (1 in 60)
  • Strange Cosmetics have a drop percentage increase of 4% (1 in 25) when being your team’s MVP
  • Strange Weapons have a drop percentage of 3.333% (1 in 30) when being your team’s MVP

Strange Weapon Crate Replacement[]

Instead of the Strange Weapon Crate of (class role), there are now Strange Class Crates which only select a specific strange unlock from a specific class. Strange stock weapons cannot be achieved from these crates as to make them more unique. Example: Strange Annihilator Crate can be unboxed for a: Strange M1 Garandier

Strange Class Crates have a drop percentage of 1.667% (1 in 60) and increase to 3.333% (1 in 30) when being your team’s MVP

Weapon Wraps[]

Essentially TC2’s version of TF2’s Warpaints. Weapon Wraps are color patterns, art pieces, shapes and symbols scattered or placed onto a weapon when applied. They drop in the form of cases instead of crates (cosmetic change) but share the same system of being RNG based. Unlike cosmetics however, some Weapon Wraps are rarer than others instead of having a very rare chance of obtaining an unusual effect

Weapon Wraps share the drop percentage of competitive cosmetic drops (2.222% for everyone else and 4% for the MVP)

MVP CDs[]

MVP CDs are soundtracks that play whenever your team wins and your are the MVP. These have a 1.667% chance of dropping at the end of matches and increase to a 3.333% chance of dropping when you are the MVP. Strange variants do exist (no strange part items conceptualized yet and only count towards the amount of times you’ve been an MVP in a match) but drop at a rate of 1.333% (1 in 75) and increase to 1.667% when being an MVP in a round

Possible MVP CDs[]

  • U.N. Owen was her?
  • Well-Feared Victory
  • Unwrapped Your Gift
  • Trololo
  • Receive You ~Tech Trance Arrange~
  • One Eyed Slugger
  • The World Revolving
  • Sonic 1 - Boss Theme
  • Receive and Bite You
  • morshuwave
  • Thanos Beatbox Solo
  • Scrapped 2023 Remake of RED’s Last Stand
  • Interlude
  • Red Alert 2 - Grinder
  • Mortal Kombonk

Rank System[]

Rank system is exactly what it sounds like. A system that is used to put players in a similar skill group together for skill-based match-making. There is a hidden number behind the ranks for even more specific match-making details but aren’t necessary to know. This ranking system gets into more detail later

Commend(ing)[]

Commending is a way of building a reputation in the competitive gamemode(s). It’s solely a cosmetic thing and commends can definitely boost a team’s confidence. You can be commended in three ways:

  • Good Leader
  • Good Teacher
  • Is Friendly

Player levels/ranks[]

Prerequisites[]

In order for players to start playing any competitive formats, they must be level 75 and pay 79 Robux. This is to not only prevent lower-skilled players from accidentally joining competitive lobbies, exploiters and cheaters but also show that someone is old enough or have the means of buying a microphone. Microphones (literally, take the time to look this up for yourself) cost $5 at walmart so there is no excuse for not having a mic to communicate with your team

Reaching Level 75[]

Upon reaching level 75 and paying for access to Competitive TC2, all competitive formats are unlocked on the server menu with their own category.

You are also automatically granted the “Mercenary Badge” which is a rectangular medal of the selected class’s emblem on a circular plate in the middle of said medal. As your rank increases, the medal will change colors and look more glorious to signify your skill-level

Ranks[]

This is a list of all 15 ranks of competitive TC2 and their Elo numbers. Ranks are shared across all competitive formats to prevent smurfing

  • Rookie: 0-1000 Elo
  • Rookie II: 1001-2000 Elo
  • Rookie III: 2001-3000 Elo
  • Rookie Elite: 3001-4000 Elo
  • Rookie Master: 4001-5000 Elo
  • Soldier I: 5001-6000 Elo
  • Soldier II: 6001-7000 Elo
  • Soldier III: 7001-8000 Elo
  • Soldier Master: 8001-9000 Elo
  • Sargent I: 9001-10,500 Elo
  • Sargent II: 10,501-12,000 Elo
  • Distinguished Sargent Master: 12,001-13,500 Elo
  • Commander: 13,501-15,000 Elo
  • Commander First Class: 15,001-17,500 Elo
  • Mercenary: 18,501 Elo

Victories will grant Elo from a range of 125-285 Elo depending on how many rounds you’ve won. Being the MVP will increase Elo gained by 10% (138-314 Elo gained). This Elo increase is meant to act as a way of not just making players play at their peak performance, but also making smurfs rise up the ranks faster filtering them out of the lower ranks sooner.

Losses will drain 135-250 Elo. There are also a number of things that can drain your Elo

  • Leaving mid-game will deplete your Elo by 450 and give you a 30 minute Competitive Match-Making Ban
  • Being voted off will result in a 300 Elo loss
  • Getting DAC banned will result in a 1,000 Elo loss and a 24 hour Competitive Match-Making Ban (if you are lucky enough to not get perma-banned)

Players are able to see other players’ ranking compared to the rest of the world in a specific menu. With this menu, players are also able to see each others personal statistics along with win rates on each format

Conclusion[]

Tc2 reaction

dying tc2 competitive community reacts to Typical Colors 2 Competitive Update

Comp reaction

Veteran TC2 players reaction (and return) after tc2 comp update releases

I think my take on the TC2 Competitive gamemode/format will be effective in getting more players engaged in TC2 Competitive mode and in general populate TC2 as a whole with a competitive scene.

Casual players be like

casual players seeing tc2 comp update release and saying “OH MY GOD THIS WILL RUIN THE GAME FUCK YOU DORCUS!!!!!!!!!!”

With the state that TC2 is in right now, I think it’ll be enough to push it out of ROBLOX’s turf and compete against other competitive, fast-paced first person shooters. Competitive mode may split the community in two with the two communities wanting different maps, map changes, weapon changes and weapon additions but that can be solved with the map and weapon ban system I have in place. I don’t think it is all that perfect but its the best I can do without any data or information to go off of as TC2 literally has nothing close to a competitive format.

Also yeah, there’s a lot of content and new systems for this introduction to my take on the competitive scene for TC2, but I don’t think the devs want to avoid free money with a possible market they can create with not only cosmetics and more weapon reskins, but also with weapon wraps and MVP CDs.

Also yes, a lot of this is based off of Counter-Strike 2’s competitive/premier mode