Frozen Cortex

Frozen Cortex

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Game modes cheatsheet
Av Kakila
A collection of instructions of game modes available in Frozen Cortex. Obtained from the in game help files.
This is just a cheatsheet useful until the devs decide to make a useful help.
   
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General observations
In general one team starts on offense and must pick up the ball, then attempt to get it into the opposing team's endzone. The other team, on defense, must try and stop them.

The following are instructions valid for all game modes:

  • Your team's colour is shown next to your name in the top-right of the screen.
  • The team closer to the ball starts on offense, and is playing down the pitch towards the bottom of the screen
  • When you pick up the ball, you must choose to pass or run: you cannot run and then pass. You cannot wait to pass, although you can wait to run.
  • The player who is static first will win a block or tackle

There are three modifier keys on the keyboard which will assist you with planning - hold them down to see the effects:

  • C shows the "chase radius", the area in which a defensive player will begin chasing the ball carrier.
  • B displays the stats pane for every player.
  • V is the "vis line", showing the directions in which the currently selected player would be able to pass.

The games modes described next can be modiefied with:

  • No Stats: players have no stats.
  • Random Stats: players have random stats.
One play
In this game mode, the winner is the first team to score.
You may pass at the beginning of any turn, in any direction.
Duplicate
In order to score, the ball must break the plane of the endzone while being carried by the player. Catching the ball or picking it up while it's in the endzone will also result in a score.

Scoring in the endzone is known as a touchdown and is worth 7 points.

Scoring a midzone will gain you 3 points.

Collecting a points zone will score 2 points in this mode, only if you subsequently score a midzone or touchdown.

Players in Duplicate all have the same stats.

Phases

Duplicate has two phases. A phase ends when one team scores a touchdown or a midzone, or when a turnover occurs.

Turn Limit

If a game mode has a turn limit, this will be displayed in the top-right info pane in-game. The match will end as soon as the turn limit is reached.
Full Match
In order to score, the ball must break the plane of the endzone while being carried by the player. Catching the ball or picking it up while it's in the endzone will also result in a score.

Scoring in the endzone is known as a touchdown and is worth 7 points.

Collecting a points zone will score 2 points.

A phase will end when one team scores a touchdown.

You may not throw the ball more than three times on a single possession.

Free Play

After a change of possession, the offense is allowed a "Free Play". This means that, on the current turn, the ball carrier may run backwards and also may pass the ball at the start of the subsequent turn.

Turn Limit

If a game mode has a turn limit, this will be displayed in the top-right info pane in-game. The match will end as soon as the turn limit is reached.

Player Stats

In Full Match, every Endzone player has a series of stats which determine their efficacy on the field.

  • Evade (EVADE): determines the area around the player which, when running, intersects with an opponent's block radius and causes them to be tackled
  • Strength (STR): in combination with resilience, determines how long an opponent is stunned for when they are tackled
  • Speed (SPEED): the player's movement speed
  • Burst (BURST): the magnitude of a burst of acceleration that a player experiences when receiving the ball
  • Block (BLOCK): determines the area around a player in which they are able to block or tackle
  • Intercept (INT): determines the area around a player in which they are able to intercept the ball when it is thrown near them
  • Resilience (RES): determines the length of time a player is stunned for when they get tackled, in combination with the strength of the tackler.


The block radius of a player is shown by a solid line at all times unless the player is dazed.

The intercept radius of a player is shown by a shaded area at all times unless the player is dazed.

The evade radius is displayed as a broken line when a player is running.

You can mouse-over a player to see their individual stats, or hold down the B key to display the stats for all players at once.