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Gammaton32 (talk | contribs) →Soul Orbs: rewrote and reordered for clarity |
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[[Trooper|Troopers]] release souls in '''Soul Orbs'''. They drop two orbs on death, one that floats and one that falls on the ground. The floating orb has 40% of the kill bounty and the ground orb has 60%. The ground orb cannot be denied (they appear as white to enemies) and remains for a few seconds before disappearing (their duration increases over time). | [[Trooper|Troopers]] release souls in '''Soul Orbs'''. They drop two orbs on death, one that floats and one that falls on the ground. The floating orb has 40% of the kill bounty and the ground orb has 60%. The ground orb cannot be denied (they appear as white to enemies) and remains for a few seconds before disappearing (their duration increases over time). | ||
The floating orbs spawn dark-colored, and can be shot and confirmed (or denied) once they light up. Ally orbs are green and enemy orbs are orange. Hitting an enemy orb will deny | The floating orbs spawn dark-colored, and can be shot and confirmed (or denied) once they light up. Ally orbs are green and enemy orbs are orange. Hitting an enemy orb will deny their souls and grant them to the player who hit it and nearby allies. The ally team has a "grace period" of roughly 80ms to confirm their orbs. If the orb "pops" without being claimed after roughly 1 second, it's automatically rewarded to nearby allies, and if there are no allies nearby the souls are lost. | ||
The floating orbs may be shot or hit with [[Melee Attack | The floating orbs may be shot or hit with a [[Melee Attack]] to confirm (or deny) the souls. Orbs can be claimed by a single bullet or pellet, regardless of damage. The bullet that hit the orb is refunded to the player's magazine. Certain abilities like {{AbilityIcon|Serrated Knives}} or {{AbilityIcon|Malice}} can also confirm or deny orbs. | ||
Soul confirmation accounts for latency, which in some situations can cause the player to lose the orb even if they visually seem to have hit it first. | Soul confirmation accounts for latency, which in some situations can cause the player to lose the orb even if they visually seem to have hit it first. | ||