Telefrag VR

Telefrag VR

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Telefrag VR - The Basics
By Jacob and 2 collaborators
This Guide will walk you through the basics of Telefrag VR and get you acquainted with game mechanics. You can find more details about the movement system, weapons and their firing modes, items available on the player HUD, in-game indicators and settings as well as control schemes for VR controllers.
   
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The Basics


Hi!
Thanks for showing interest in Telefrag VR! This guide was created to help you get acquainted with Telefrag's game mechanics for maximum edge over your opponents. Let's dive right in!

MOVEMENT

There are two main modes of movement in Telefrag VR. Additionally, you can find objects that serve to aid the traversal across the arenas.

DASH



Being the primary movement method, the dash allows you to strafe around by small incremental jumps, essential when traversing any walkable surface and the quickest way to dodge enemy fire.
You can Dash with the Analog Stick or Buttons, depending on your input device.

TELEPORT




Allows for long-range jumps and attacks. When used skillfully, you can ambush your enemy, injure or even kill them with a telefrag (when you teleporting exactly onto their location), however, if the enemy sees you teleporting you can be quite susceptible to damage.

Teleporting uses up Stamina, so you should keep track of it at all times. Different weapons have different modes of teleportation, for a detailed description, jump to the Weapons Chapter.

GATES

You can teleport between special gates by dashing into them.
But be careful, when you’re standing in front of a gate, you can be telefragged by an enemy passing through it.

The game features three types of gates:



Two-Way Gate
Serves both as entrance and Exit, allowing for two-way movement.

One-Way Gate
Serves as Entrance only, only one-way traversal is possible.

Exit Gate
Serves as exit for a one-way gate.
Player HUD


HP



Represent player’s Health Points, when they reach 0, the player dies. Upon spawning, the player has 100 health points, but it can be filled up to 150 points. Health can be replenished using Small, Medium and Mega Health pickups.

Mega: Gives Full Health
Medium: Gives 25 Health Points
Small: Gives 5 Health Points


ARMOR




Armor consumes around 2/3rds of taken damage until depleted, having enough armor points can make a difference between life and death.
Upon spawning, the player has 50 Armor points, but it can be filled up to 100 points.
It can be replenished using Small, Medium and Heavy Armor pickups.


Heavy: Gives Full Armor
Medium: Gives 25 Armor points
Small: Gives 5 Armor points


STAMINA

Consumed when using teleport attacks, Left (L) & Right (R) indicators correspond with adequate hand, marking required stamina level for teleport usage of a given weapon.


DAMAGE INDICATOR



An arrow that shows up when the player is damaged, points in the direction of incoming damage.

SCORE

Match Score, marked as: Player Score:Enemy Score, Example: 2:1

TIMER

In-game timer marking the time left until the current stage ends. Stages are: Waiting for Players, Warmup, Match
Weapons


Telefrag VR features a set of different weapons; different loadout selection can unlock different tactics, allowing to counter enemy actions. Each of the weapons available has two Triggers attached to them, one for normal Weapon and second for Teleport shots.

Standard Weapons shots have two Firing Modes. You can change them using Fire Selector Switch.

Teleport Shots use up stamina instead of using up weapon magazine or overheating it.

PLASMA RIFLE



A versatile weapon, excelling in mid-range scenarios, but still useful in long and short ranges.






Overheat


Plasma Rifle can overheat when fired for long periods of time, causing it to stop firing until it is cooled down.




Full-Auto Mode


Continuous fire mode, limited by overheat. Higher the overheat of a weapon, more dispersed the shots.



Burst Mode


Fires 3 bullets at one press of a trigger. Overheat is slightly more manageable in this mode and bullets don’t disperse as much.



Teleporting Orb



Slowly moving teleport projectile. Deals damage when passing through an enemy with the possibility of telefragging them if core hits them directly. Blows up on direct impact with any surface, dealing Area of Effect Damage, it can also be triggered manually, causing an explosion.

When detonated in range of a walking surface, the player is teleported onto it. Consumes a set amount of stamina with each shot.


FLAK CANNON



Short range weapon, great for ambushing enemies in tight spaces with its high damage output.







Overheat


Flak Cannon overheats for a short time after every shot.




Bouncing Bullets


Bullets that ricochet around, capable of inflicting damage even after they bounce, as long as they hit the enemy.



Sticky Bullets


Bullets that stick to any walkable surface and explode upon contact with an enemy or after a short time.




Teleport Beacon



A fast-moving teleporting projectile. When shot onto a walkable surface, it spawns a beacon with a damaging dome attached to it. The dome deals damage over time, if an enemy is inside of it, healing the player at the same time.

The beacon can be triggered to explode and the player is teleported in the location of the explosion, dealing Area of Effect damage to any enemies in range at the same time. The beacon consumes stamina overtime.


ROCKET LAUNCHER




Great option for long-range engagements, the rocket launcher is precise and allows for a variety of trick shots and unique maneuvers.
It has a rechargeable magazine containing five rockets, which recharge automatically over time.



Empty Mag


Homing Rocket Barrage


Shots out all rockets in magazine. Rocket barrage follows the player’s aim direction until impact, allowing for corrections to the rocket’s trajectory.



Fire-and-forget


A larger rocket with wide an Area of Effect Damage, fast and firing in a straight line.




Teleporting Rocket



A single, relatively slow teleport projectile, following the player’s aim direction. Deals Area of Effect Damage on impact, it can also be triggered to blow up mid-air.

Upon blowing up, it teleports the player onto the impact point, provided it is covered in a walkable surface.


DUEL GAME MODE

The main game mode in Telefrag VR. Players clash in a number of rounds in a best-of-five contest. A match is preceded by a Warmup phase, where the players can test their weapons and familiarize themselves with the level. After the Warmup ends, players respawn and the first round begins.
A round ends when one of the players is killed.

A new Round begins when the killed player chooses a loadout and respawns.

Selected loadouts burn out upon death, the player that dies has to select a new one for the next round.

Scoring three points by one of the players ends the match, it can also be ended when the match timer reaches zero. The player with the biggest score wins.

Options
Overview of the basic options in the game

COMFORT OPTIONS


Vignette Scale

Scales Vignette size, sometimes it is referred as “blinders”. Put Scale on 0 to disable the Vignette altogether.

Vignette Distance

If Vignette is out of focus or shifted use this value to align it.

Smooth Rotation

When enabled allows for smooth rotation in the game.

Rotation Angle

If the Smooth Rotation is disabled, this option sets a preferred Rotation angle on a single input cycle.

Reset HMD Button

Use it to Set new HMD default position.

CONTROLLS

Oculus Touch

Vive Motion Controller
Support
Basically, that's all that you need to know to start the game. In case of any issues with Telefrag VR, please contact us via Steam Forum or mail us at support@ansharstudios.com

Also, don't forget to follow Telefrag VR on social media channels to be up to date with the latest announcements!



Telefrag VR on
Facebook[www.facebook.com],
Twitter,
Instagram[www.instagram.com],
Discord[discord.gg],
IMGUR[imgur.com]
IndieDB,
Reddit.