Геймплей

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Это страница содержит краткий обзор всего, что связано с геймплеем в Paladins.

Основное[править | править код]

Общие термины, используемые в Paladins, такие, как AoE, Airborne, Hitscan, LoS, и другое.
Игроки получают устранение в каждом режиме игры за убийство или помощь в убийстве противников.
Стандартное управление для игры.
Система голосовых команд - это библиотека предварительно заготовленных голосовых команд, которые позволяют игрокам общаться с их союзниками, без написания в чат.
Warning Indicators warn the player if this player is in the area of influence of a strong enemy explosion or a crowd control effect.
Zoning is a concept where the team is moving toward the enemy base to make it harder for them to reach the capture point.

Чемпионы[править | править код]

Подробно: Чемпионы


Class Front Line Icon.png Class Damage Icon.png Class Support Icon.png Class Flank Icon.png

Способности[править | править код]

Чемпионы - играбельные персонажи в Paladins. Каждый имеет свои уникальные способности и стиль боя.

Each Champion has several abilities like Dealing damage, defending allies, constructing turrets or other deployables, changing Champion mode or making use of special movement capabilities.
Movement abilities are Champion skills that allow them to quickly chase, escape or reach higher platforms.
Ultimate abilities are powerful abilities only available to a Champion once their Ultimate Meter has filled.

Типы урона[править | править код]

Area or Direct Damage of weapon shots or abilities determines the damage area.
Burst Damage is a high amount of damage dealt in a short time period. Some Champions can utilize all of their abilities in a short time to deal a high amount of damage.
Damage over Time or DoT for short is a type of damage applied through a DoT Debuff.
Using corners to your advantage by repeatedly moving out from behind them, shooting, and moving back is an effective strategy to do damage while minimizing the risk you take.
Champions that can do consistent damage for long periods of time are effective at applying sustained damage.
True Damage is a special type of damage that ignores any kind of damage reduction, being directly applied to the health of the target.

Эффекты[править | править код]

A Deployable is everything that can be damaged and isn't a Champion or Shield.
Immunities are gameplay mechanics that give Champions invulnerability to some negative effects in the game.
Shields absorb a limited amount of damage from enemy champions while allowing allies to shoot through them.
Status Effects are negative conditions which usually afflict the targeted champions with some kind of penalty.
Скрытность позволяет чемпионам становиться невидимым для вражеской команды.


Champions use Cards to increase their performance and enhance their skills, and Items to help them adapt to specific situations in any match.

Карты[править | править код]

Подробно: Карты


Cards offer players the ability to empower a Champions' attributes and enhance or modify their skills, tailoring them to a particular playstyle. All cards are available to all champions to use for free. Each champion in the game has their own unique card collection that cannot be used by any other champion.

Таланты[править | править код]

Подробно: Таланты


Talents are special kinds of cards that all Champions selects at the start of the match and bring powerful benefits to each champion.

Предметы[править | править код]

Подробно: Предметы


Items are special kinds of cards that all Champions have access to via the in-match store. These items allow players to gain useful benefits such as bonus movement or reload speed. There are four types of items: Defense, Utility, Healing, and Offense.

Credits are a currency earned by players during matches that is used to purchase Items. Credits can only be spent during the match they were earned and do not carry over to other matches.

Режимы игры[править | править код]

Подробно: Режимы игры


GameMode Unbound Siege.png GameMode Battlegrounds Solo.png GameMode Deathmatch.png GameMode Battlegrounds.png

Siege, Onslaught, Team Deathmatch and Ranked are playable Game Modes in Paladins. Each mode has its own unique set of maps with their own play style, rules and objectives.

Цели[править | править код]

Точки захвата - цели в Paladins.
Грузы - цели в Paladins.

Локации[править | править код]

Подробно: Локации


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Локации - области в королевстве Paladins, где проходят многие сражения.

Каждая локация имеет свои особенности, отличительные элементы, которые делают её уникальной.
Каждая локация режима "Осада", имеет позывные для разных мест.

Механики игры[править | править код]

Механики, которые могут быть использованы продвинутыми игроками.
Comeback Mechanic is a mechanic in Siege that gives the team, which is behind according to score, an advantage while capturing the Capture Point.
Diminishing returns makes many different types of effects (both positive and negative effects) less effective when stacked up or reused on a recently affected target.
Headshots occur when a champion with a hitscan-type weapon lands a shot around the head area of an enemy champion.
A player is out of combat if he does not shoot for 5 seconds and his opponents do not inflict any damage on him.
Overtime is an extension to the normal time given in a match.
Respawning is the system by which players come back to life without the intervention of other players.

Конец игры[править | править код]

Accolades are medals awarded for a player's accomplishments during a match.
The Scoreboard shows the performance of the players during and after a match.
After finishing a match a screen pops up that introduces the top play of the game.

Убранное[править | править код]

Health Drops were floating, cross shaped pickups that would restore a fixed amount of health to the champion that touched them.
Respawn Beacons allowed teams to quickly return to the battlefield after respawning.