Kiseki CTF

Place: Kiseki CTF
Creator: Conix
Link: http://www.roblox.com/Item.aspx?ID=1623154

This was taken from The Creations Gallery

Clockwork and Conix present:
Kiseki CTF
Status: v1.6
Place Link: http://www.roblox.com/Item.aspx?ID=1623154

Contents (search)

  • [I]Features of Kiseki CTF
  • [II]Classes
    • [2~]Introduction
    • [2A]The Barbarian
    • [2B]The Phantom
    • [2C]The Tinkerer
    • [2D]The Wellwisher
    • [2E]The Faerie Knight
    • [2F]The Butcher
    • [2G]The Machinist
    • [2H]The Exorcist
    • [2J]The Apprentice
  • [III]Weapons
  • [IV]Change Log
  • [V]Special Thanks

Features:

Unique Class system: Play as one of 8 (more soon to be added!) classes with specific skills and weapons! Wear a shirt (search Kiseki CTF in T-shirt section or simply click the link provided under the class) to become that class. Don't worry about what the shirt looks likes; It won't show up when you actually play.
Different types of guns: Each class has several guns that it can use. Try out all the classes to see which weapons you like!
Bink: Don't just point and click! Rapid fire weapons become less accurate the longer you hold down the button, discouraging “spray and pray”.
Reload system: Each gun has a specific number of bullets before it needs to reload.

Classes

[2~]Introduction
Kiseki CTF features a class system. Each class has its own damage modifiers (explained later) and skills. Passive skills are constantly in effect, so no activation is needed. Active skills are used by switching to the number and clicking once (it autotargets the closest person) so attacking while using skills is possible. Damage intake is how much damage the class receives from skills and bullets (the lower the number, the better. Damage dealt is how much more(or less) damage is dealt through attacking (the higher the number, the better).
Damage is calculated: (Gun Damage)*(Attacking Player's Damage Dealt)*(Defending Character's Damage Intake)

[2A]The Barbarian is a tough warrior with incredible endurance and power. He is moderately weak from far away, but is truly fearsome at up close.
-Thick Skin (Passive Ability): The Barbarian's extremely muscular body provides protection from incoming damage from his aggressors. Whenever the Barbarian respawns, this protection is regenerated. Reduces initial 35 damage taken by 50%.
-Braveheart (Passive Ability): The Barbarian's willpower to stay alive provides him 3% HP regeneration per second.
-Berserk (Active Ability): The Barbarian howls and enters a murderous frenzy, sharply increasing his attack power by 75% for 15 seconds at a cost of 42 HP. 45 seconds cooldown.
-Close Combat Mastery (Passive Ability): Although from far away the Barbarian may seem weak, he is a force to be reckoned with up close. Those who are foolish enough to come close to the Barbarian are dealt devastating damage. 18 stud range, 75% max bonus damage.
-Bash (Active Ability): The Barbarian reaches out and bashes the nearest enemy on the skull, dealing 35 damage and stunning the poor victim for 1 second. 60 second cooldown.
Available Weapons: HK-5, Spas, Steyr, AK-47, M79.
Primary Weapon: Spas.
Damage Intake: 86.5%
Damage Dealt: 74.6%
Shirt: http://www.roblox.com/Item.aspx?ID=2729208&UserAssetID=5525987

[2B]The Phantom strides unseen through the battlefield, profiting of his illusionary shape that renders him invisible and swift, but also very vulnerable and weak. He can however sometimes focus his ephemeral energies to instantly eviscerate an enemy.
-Irreality (Passive Ability): The Phantom has no actual body. Instead, he consists of some unknown ephemeral substance. This makes him invisible at the cost of dealing extremely low damage. This state also lets 29.5% of bullets pass through him without effect.
-Abscond (Active Ability): When in danger, the Phantom can quickly disperse his physical form and condensate 36.9 studs ahead, fully restoring his health. 45 seconds cooldown.
-Disarm (Active Ability): The Phantom shoots out an acidic vapor that renders the primary weapon of the nearest enemy unusable. 25.8 stud range, 55 second cooldown.
-Annihilate (Passive Ability): Concentrating his ephemeral energies, the Phantom has 6.0% chance to deal 7 times normal damage. Additionally, this chance is increased by .3% every 2 seconds. This temporal concentration fades with every annihilating hit or on death.
Available Weapons: HK-5, Spas, Steyr, AK-47, Ruger.
Primary Weapon: Ruger.
Damage Intake: 185.2%
Damage Dealt: 47.6%
Shirt: http://www.roblox.com/Item.aspx?ID=2729206&UserAssetID=5525983

[2C]The Tinkerer has quite a number of toys to turn entire areas into a true steeplechase. 2 types of mines that blow up any enemy that acts in a flurry and self shooting Sentry Gun do the job.
-Land Mine (Active Ability): Plants a deadly explosive on the floor that blows up on enemy contact. 3 minute duration, 69 second cooldown.
-Sentry Gun (Active Ability): The Tinkerer takes a couple seconds to set up an automatic turret at his current position. This Sentry Gun aims and shoots down any nearby enemies. Once it hits, it locks on its target and starts firing rapidly. 15 second duration, 125 second cooldown.
-Plant C4 (Active Ability): Places a devastating remote explosive at a maximum of 18 stud height. All placed Remote Explosives can be triggered using Detonate. Infinite duration (until triggered), 84 second cooldown.
-Detonate C4 (active ability): Instantly activate any and all planted Remote Explosives, resulting in total annihilation. No cooldown.
Available Weapons: HK-5, Spas, Steyr, AK-47, Ruger, M79, Barrett.
Primary Weapon: AK-47.
Damage Intake: 132.0%
Damage Dealt: 71.5%
Shirt: http://www.roblox.com/Item.aspx?ID=2729218&UserAssetID=5526011

[2D]The Wellwisher can help any nimrod crying “HALP!” with a great variety of healing skills and even earns points for this if he does a good job. He only has 3 skills, but a multi-disarm spell allows ease in taking down enemy groups with teammates and fast recovery after small skirmishes.
-Monsoon (Active Ability): Creates a rainfall at your coordinates that slowly rises upwards, heals allies and damages enemies for 12 hp per drop. 25 second duration and 122 second cooldown.
-Nimbus (Passive Ability): Heals all teammembers by 3% per second.
-Pacifism (Active Ability): Destroys all enemies' equipped weapons within a 48.9 stud range to attempt to make peace. One time use per life.
Available Weapons: Steyr, AK-47, Ruger, Barrett.
Primary Weapon: Steyr.
Damage Intake: 105.0%
Damage Dealt: 80.0%
Shirt: http://www.roblox.com/Item.aspx?ID=2729213&UserAssetID=5526004

[2E]The Faerie Knight is a hunter in the skies; his abilities encourage floating above ground, harassing those below him. His traits allow him to strike quickly and effectively, granted he has higher ground.
-Glide (Passive Ability): The Faerie Knight's light body allows him to jump quite high, as well as softening his fall from heights.
-Death from Above (Passive Ability): As long as the Faerie Knight is above his enemy, he deals 33% more damage.
-Leap (Active Ability): The Faerie Knight takes a tremendous leap into the air. 31 second cooldwon.
-Pixie Bombs (Active Ability): The Faerie Knight starts a 5-wave heavy bombardment. Each bombardment drops several explosives, all which deal moderate damage. 60 second cooldown.
Available Weapons: HK-5, Steyr, AK-47, Ruger, M79, Barrett.
Primary Weapon: Ruger.
Damage Intake: 108.0%
Damage Dealt: 94%
Shirt: http://www.roblox.com/Item.aspx?ID=2749267&UserAssetID=5599275

[2F]The Butcher carries nothing but a chainsaw. He gruesomely slices through his enemies and adds their fallen corpses to his undead body. He also has a Meat Hook ability, which brings his unfortunate prey closer to meet their doom.
-Grim Harvest (Passive Ability): The Butcher is made of dead bodies which are constantly decaying, which gives him abnormally high health (250HP), but constantly loses health every second. However, because he is made of dead bodies, he can add already dead bodies to his own, letting him gain 35 HP every time he kills someone.
-Meat Hook (Active Ability): Pulls an opponent close with a contaminated hook that does 30 damage. 30 stud range, 60 second cooldown. This skill needs to be aimed.
-Corpse Explosion: The Butcher inserts special chemicals into a nearby corpse, causing a chemical explosion that deals 80 damage to nearby enemies. 80 stud range, 100 second cooldown.
Available Weapon: Chainsaw.
Primary Weapon: Chainsaw.
Damage Intake: 105.0%
Damage Dealt: 132.5%
Shirt: http://www.roblox.com/Item.aspx?ID=2749269&UserAssetID=5599277

[2G]The Machinist is a hardened war-veteran who has seen and experienced many different sneaky tactics. He knows the weakness of many underhanded tactics his enemies may use.
-Dismantle (Active Ability): The Machinist's fine sense for dangerous objects allows him to quickly dismantle mines, robots, and even people who are cloaked in a 50 stud range, 38 second cooldown.
-Emergency Supplies (Active Ability): The Machinist was a boy scout when he was young. He carries his backpack around so he's always prepared. In his backpack, he carries 2 spare guns as well as a healing pack, which heals him for 40%. 78 second cooldown.
-Heavy Battlesuit (Active Ability): The Heavy Battlesuit consists of topnotch armor, dampening incoming damage by 42%, and a heavy-duty, huge minigun. However, the Machinist is no Tony Stark, so the Battlesuit only lasts for 32 seconds. 160 second cooldown.
Available Weapons: HK-5, Spas, Steyr, AK-47, Ruger, M79, Barrett.
Primary Weapon: AK-47.
Damage Intake: 91.0%
Damage Dealt: 97.5%
Shirt: http://www.roblox.com/Item.aspx?ID=2749264&UserAssetID=5599266

[2H]The Exorcist, a radical, xenophobic elitist, is bent on destroying anything that isn't human. In his spare time, he enjoys long walks by the ocean, discussing poetry, drinking tea, and playing cricket. Soul Bolt concept contributed by Deathmask390.
-Xenophobia (Passive Ability): The Exorcist hates all non-humans with a passion, dealing 33% more damage to them. The Faerie Knight, Phantom, and Butcher are non-human.
-Soul Bolt (Active Ability): The Exorcist concentrates his inner energies and sends a spiritual bolt to hit the nearest person 28 damage and stunning him for 2 seconds. 57 cooldown.
-Eye for Eye (Passive Ability): The Exorcist designed armor for himself which deals 20% of all damage dealt to him back to any aggressor.
Available Weapons: HK-5, Spas, Ruger, Barrett.
Primary Weapon: HK-5.
Damage Intake: 108.5%
Damage Dealt: 91.5%
Shirt: http://www.roblox.com/Item.aspx?ID=2801406&UserAssetID=5780066

[2J]The Apprentice

Available Weapons:
Primary Weapons:
Damage Intake:
Damage Dealt:
Shirt: http://www.roblox.com/Item.aspx?ID=2801398&UserAssetID=5780050

Weapons

[]HK-5
This gun is not very accurate, but makes it for it with a very fast rate of fire and reload time. This gun is devastating close range.
Applicable Classes: Barbarian, Phantom, Tinkerer, Faerie Knight, Machinist, Exorcist.

[]Spas
Your standard shotgun, it fires four shots with each shell. Great for close range combat, especially combined with the Barbarian's Close Combat Mastery - each of his shots can deal up to 20 damage, with 80 damage total if all shots hit.
Applicable Classes: Barbarian, Phantom, Tinkerer, Machinist, Exorcist.

[]Steyr AUG
The most accurate gun of the bunch. This gun fires rapidly, but the bullets deal low damage. A solid choice in every situation.
Applicable Classes: Barbarian, Phantom, Tinkerer Wellwisher, Faerie Knight, Machinist.

[]AK-74
An accurate and reliable assault rifle, it can be used at deceptively long ranges to deal heavy damage in the hands of a skilled gunner.
Applicable Classes: Barbarian, Phantom, Tinkerer, Wellwisher, Faerie Knight, Machinist.

[]Ruger
This hunting rifle deals very heavy damage, but has only four bullets and a long delay after each discharge. One headshot and one normal shot is enough to take all but a very prepared barbarian down.
Applicable Classes: Phantom, Tinkerer, Faerie Knight, Machinist, Exorcist.

[]M79
This infamous grenade launcher fires a relatively slow grenade which explodes on contact, immediately killing weaker classes and dealing very heavy damage to stronger classes. However, it has a very long reload time and only one shot.
Applicable Classes: Barbarian, Tinkerer, Faerie Knight, Machinist.

[]Barrett
This deadly sniper rifle kills its unfortunate target in one hit no matter where it hits. However, it takes a long time to reload and has a nasty startup time, giving its user great difficulty in killing moving targets and inability to shoot while being attacked. To shoot, the user must stand still and hold the 'Fire' button.
Applicable Classes: Tinkerer, Wellwisher, Faerie Knight, Machinist, Exorcist.

[]Chainsaw
Equipped only by the Butcher as of late, this brutal weapon slices through its prey quickly and definitively.
Applicable Classes: Butcher

Change Log

v1.6
-Capturing a flag points calculated differently: 2x the number of enemies you have. Credit to noobertuber.
-Dismantle now kills phantoms in one hit.
-Killing people through skill now gives you points.
-Skills on cooldown now show (R) next to its name.

v1.55
Class Changes:
-Fixed Wellwisher's primary weapon.
-Machinist's Battlesuit reduction reduced to 30% from 42%.
-Machinist recieves no hit stun while in Battlesuit mode.
General Changes:
-Reworked auto-targeting.
-Minigun no longer works without a battlesuit.

v1.5
Class Changes:
-Exorcist Added.
-Barbarian receives the 'Bash' skill.
-Faerie Knight's Pixie Bombs reduced to 2 bombs per bombardment.
-Faerie Knight's Pixie Bombs' radius increased to 7 from 6.
General Changes:
-Primary weapons mechanic implemented. Each class has a weapon it will always get. The other weapon will be determined randomly.
-Steyr AUG added
-XM Minigun damage increased to 4 from 3.
-A LARGE number of meshes uploaded.

v1.4:
Class Changes:
-Machinist Added.
-Tinkerer's Sentry cooldown reduced to 80 from 100.
-Butcher only gets one chainsaw.
-Butcher Damage Intake increased to 105.0% from 90%.
-Chainsaw does not work on armor.
General Changes:
-Forcefield duration extended to 4 seconds from 3
-Fixed bug with invincibility.
-Removed Spectator Mode.
-Players without shirts are now assigned a random class.
-New sound effect when someone scores a capture.

V1.35:
Class changes:
-Butcher now loses more hp depending on current hp.
-Butcher's Damage Intake Increased to 90% from 77%.
-Butcher's Meat Hook's cooldown increased to 60 seconds from 50 seconds.
-Butcher's Meat Hook mechanic changed: Target flies past the Butcher now.
-Butcher's Meat Hook's range reduced to 30 studs from 40.
General changes:
-Chainsaw damage reduced to 30 from 40.
-Bug with blood not disappearing removed.
-Prices of Class T-Shirts reduced to 3 Tix and 2 Robux due to popular demand.

v1.3:
Class Changes:
-Added Butcher
-Wellwisher loses the HK and M79 as weapons, but gains the Barrett as compensation.
-Phantoms become visible when they die, so players know when they kill one.
-Phantom's Abscond skill sound effect added.
-Faerie Knight's Pixie Bombs now explode on hit and blast radius increased to 6 from 5.
-Faerie Knight Death From Above skill changed to only needs to be above target.
-Barbarian's Berserk damage modifier increased to 175% from 158%.
-Barbarian's Close Combat Mastery formula changed to deal more damage. Damage cap increased to 75% from 68%.
General Changes:
-Ruger bullet speed reduced to 225 from 250.
-Barrett bullet speed increased to 350 from 300.

v1.2:
Class changes:
-Added Faerie Knight.
General changes:
-Added Hit stun to weapons. When being hit, a character cannot move for .2 seconds, but still can shoot.
-Added the Barrett Sniper Rifle
-Ruger damage reduced to 35 from 40.

v1.10:
Class Changes:
-Barbarian's Berserk: Reduced cooldown to 45 seconds from 67; increased duration to 15 seconds from 10.
-Phantom's Abscond: Reduced cooldown to 45 seconds from 78.
-Phantom's Disarm: Increased cooldown to 124 seconds from 55.
-Wellwisher's Monsoon: Reduced cooldown to 80 seconds from 122.
General changes:
-Added Spectator Mode. Those without a shirt won't be in a team.
-Added Team Join. Type "join/Alpha Team" or "join/Bravo Team" to join the respective teams.
-New Capture point calculation: The amount of points you receive for capturing the flag is equivalent to how many players are ingame.

V1.05:
General changes:
-M79 reload time increased to 3.5 seconds from 3 seconds.
-AK-74 damage increased to 6 damage from 5 damage.
-HK-5 damage increased to 6 damage from 5 damage.
-HK-5 bink reduced from 7 to 5.

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