i just read somewhere that you could custom paint your vehicles.
and have your own soundtrack playlist.
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tried out NUKE mode, it is probably one of the most deepest game modes in TM.
The object of the game is to hunt down the leader (ala capture the flag) and once you got the leader(flag) you have to put in on a missile launcher and launch it on the enemy statue to gain a "point" and for 2-3 mins(i didnt remember the exact match time) teams will switch from offense to defense as one team's objective is to get the flag and the other is to defend.
The map has two leader spots and two missile launcher spots, one of the missile launcher spots is stationary(farther) and the other is moving. So putting the leader into the missile will take time and you have to hold on to the truck as it slowly loads the leader into the missile.
Once you have finished loading the leader into the missile, the player who loaded the missile must remote guide the missile into the enemy statue (1 statue for each team). The missle CAN BE SHOT DOWN by anyone, which requires you to defend it as well.
Each cars there (8 ones in the demo) have a specific role in the game
Crimson Fury - Primary sacrifice vehicle, use to capture the leader since it is the fastest unit. Has defensive specials to deal damage. This car is probably the most hardest unit to use, but its special rivals the reaper when used correctly.
Reaper (bike = mr.grimm) - Flag carrier killer (faction leader carrier if you want to get technical, easier to just say flag), since it has the most powerful special (unguided projectile) and it hard counters DARKSIDE
Death Warrant - Anti Air, and also a good chaser vehicles vs Talons(helicopter) and the Nuke missiles. Also semi counters Crimson Fury and Reaper since it can chase and lock them down to a small degree.
Outlaw - Flag carrier body guard. Powerful head-on abilty with decent armor, but lacks a bit in speed so it is a good balanced "staple" unit to fight anyone during launcher defense and flag defending.
Meat Wagon - Straight up killer "assault class". The basic assault class, can do anything including hit and run, very balanced unit that could also specialize in launcher defense.
Vermin - Nuke Missile hunter. Niche Class, best use to intercept missiles and also deal support damage on Talons(Helicopter). and hunt down crimson fury with its hunter-seeeker guided missiles.
Darkside (Truck) - Flag defender Tank defense, Best used in taking down or defense during the launcher phase with its ramming and minigun defense options. Good enough to scare away air support provided by enemy Talons and Ram enemies setting up the launcher.
Talon (helicopter) - Transport, nuke missile hunter, anti air, ground support, launcher defense. This unit is probably one of the most flexible and also plays an multirole for the team. It can transport slow Darksides into the fray if need, and also carry them if they need repairs. You also can intercept nuke missiles if you carry enough pick-up weapons, and also provide ground support as your guns have auto-aim and its special can provide gun support. You can also deny launcher setups using the magnet winch.
-different units have different jump heights and some can access specific parts of the map and some cant.
-different units also have different setup time on the launcher.
the death match mode is great for tm
BUT THE NUKE MODE IS A MILLION TIMES MORE FUN AND DEEP!!!!!!!!!!!
and have your own soundtrack playlist.
=====================================
tried out NUKE mode, it is probably one of the most deepest game modes in TM.
The object of the game is to hunt down the leader (ala capture the flag) and once you got the leader(flag) you have to put in on a missile launcher and launch it on the enemy statue to gain a "point" and for 2-3 mins(i didnt remember the exact match time) teams will switch from offense to defense as one team's objective is to get the flag and the other is to defend.
The map has two leader spots and two missile launcher spots, one of the missile launcher spots is stationary(farther) and the other is moving. So putting the leader into the missile will take time and you have to hold on to the truck as it slowly loads the leader into the missile.
Once you have finished loading the leader into the missile, the player who loaded the missile must remote guide the missile into the enemy statue (1 statue for each team). The missle CAN BE SHOT DOWN by anyone, which requires you to defend it as well.
Each cars there (8 ones in the demo) have a specific role in the game
Crimson Fury - Primary sacrifice vehicle, use to capture the leader since it is the fastest unit. Has defensive specials to deal damage. This car is probably the most hardest unit to use, but its special rivals the reaper when used correctly.
Reaper (bike = mr.grimm) - Flag carrier killer (faction leader carrier if you want to get technical, easier to just say flag), since it has the most powerful special (unguided projectile) and it hard counters DARKSIDE
Death Warrant - Anti Air, and also a good chaser vehicles vs Talons(helicopter) and the Nuke missiles. Also semi counters Crimson Fury and Reaper since it can chase and lock them down to a small degree.
Outlaw - Flag carrier body guard. Powerful head-on abilty with decent armor, but lacks a bit in speed so it is a good balanced "staple" unit to fight anyone during launcher defense and flag defending.
Meat Wagon - Straight up killer "assault class". The basic assault class, can do anything including hit and run, very balanced unit that could also specialize in launcher defense.
Vermin - Nuke Missile hunter. Niche Class, best use to intercept missiles and also deal support damage on Talons(Helicopter). and hunt down crimson fury with its hunter-seeeker guided missiles.
Darkside (Truck) - Flag defender Tank defense, Best used in taking down or defense during the launcher phase with its ramming and minigun defense options. Good enough to scare away air support provided by enemy Talons and Ram enemies setting up the launcher.
Talon (helicopter) - Transport, nuke missile hunter, anti air, ground support, launcher defense. This unit is probably one of the most flexible and also plays an multirole for the team. It can transport slow Darksides into the fray if need, and also carry them if they need repairs. You also can intercept nuke missiles if you carry enough pick-up weapons, and also provide ground support as your guns have auto-aim and its special can provide gun support. You can also deny launcher setups using the magnet winch.
-different units have different jump heights and some can access specific parts of the map and some cant.
-different units also have different setup time on the launcher.
the death match mode is great for tm
BUT THE NUKE MODE IS A MILLION TIMES MORE FUN AND DEEP!!!!!!!!!!!