What it is:
A Showdown is a 12-on-12 battle. You can only join a showdown in 15 minute intervals, during specially predetermined times by the GMs. Generally speaking, showdowns will give far more honor and force attack points than a normal melee match will; the losers only gaining half the amount:
Novice: Winners – 12 honor Losers- 6 honor
Veteran: Winners – 16 honor Losers- 8 honor
Musou: Winners – 20 honor Losers- 10 honor
Elite: Winners – 24 honor Losers- 12 honor
In addition, each player will always receive one item, one weapon, and one gear.
Oftentimes, you will see unique weapons in showdowns. This is mainly because every player starts flasked. For example, typically when dealing with base capture, Bronze Pikes and Whips aren't very effective because of the damage being higher on the flask wheel. Typically a suppress is over long before the weapon can be flasked effectively. However, in showdowns, whips are some of the kings of gunpowder destruction due to high damage increases and high speed stats. Objective:
To destroy the opposing teams supply line.
Showdowns always occur on large, expansive maps. As such, teamwork will be required in order to properly attack or defend bases. The supply base will always have 2 officers and 4 gunpowder kegs inside. In order to capture it only destroying the gunpowder kegs is necessary. The team members will be either placed on opposite sides of the map, or scattered throughout the map, depending on the location of the showdown. Additionally, all players begin the match fully flasked with no lieutenant. (Slot 4 in showdown mode is a random slot, just like the Kunlun mountain mode.)
Each team also starts with a colored gauge at the top of the screen. Blue is you allied forces'; red is the opposing forces'. It represents each team's supply line. The purpose is to reduce the red gauge to nothing. You may do damage to the bases by the following:
Holding a base: You will notice that when your team has control of a base it will gradually fill with another smaller blue gauge from bottom-to-top. When the gauge is full it will return to empty; doing damage to the opposing team's supply gauge. However, watch out for the red bases as they will damage your supply line if they fill. Don't worry if an opponent captures a base right away, focus on the bases near you that are closer to having a full gauge.
Destroying a gunpowder keg: destroying a gunpowder keg in the enemy supply base will reduce the opposing supply by 15% of the starting value. This means that destroying all 4 kegs in the enemy base will reduce the supply by 60%. While you can't win a game by only taking the supply base, it will give your team a large advantage. Many teams will save the gunpowder until the damage will finish the opposing team off. Be careful when destroying them; they have five full life bars and will take time to destroy. Also, once one gunpowder keg has been destroyed every player in the supply base will take constant fire damage.
Guiding a fire unit to the enemy supply base: This is commonly overlooked because it doesn't happen too frequently, but if you manage to get a fire unit that appears on the map to your opponents supply base it will do a large chunk of damage to their force supply gauge. Conversely, if you manage to guide a supply unit to the allied supply base your team will gain supplies. Common Strategies:
There are several different common, proven, strategies in the showdown mode. They can all be broken down into three categories: Supply Base Rushing:
These strategies for-go the opportunity to capture bases at the start of the match in order to completely destroy the opposing gunpowder kegs. 1. All-out Rush:
The basic premise behind this strategy is speed. The allied force tries to do enough damage to the opposing team to the point where they are unable to recover. Often, the players use high damage weapons, and are guarded by two or three players with high attack/high defense weapons. Pros:
It's easy. Many new players can do this since there isn't a whole lot for each player to keep track of.Cons:
Often, it's not done quick enough. Also, with so many high damage weapons it's difficult to recapture and hold enough bases to do a finishing blow. Not many players still use this strategy. Field Control:
These strategies focus on controlling the bases more than destroying the enemy gunpowder kegs. Oftentimes, there is already a small dent in the enemy supplies since it does take time for the enemy team to travel to and destroy the allied gunpowder. 1. Paired Players-
This strategy takes advantage of the 12-man teams. Generally, there are eight bases on the map, with two of these off to the side and not seeing much action. The basic premise is that you allow five teams of two man cells travel around the map capturing bases; leaving two people behind to defend the gunpowder. Pros:
It's easy to adjust what the team is doing. With one attack plan and one damage plan per cell you can handle pretty much anything the enemy throw at you as long as you watch each others' backs.Cons:
It's tough. Sometimes two players can walk in a base with four or five enemy players in it. Once the team is broken up it's hard to get it back together. 2. Partial Rush
- This is very similar to the first control strategy with the addition of a team to attack the enemy supply base with the gunpowder, relentlessly. That team will have two men with damage weapons instead of a damage/attack combo.Pros:
It's a bit quicker, and tends to keep the enemy in a little more of a defensive position guarding the supply base and the gunpowder.Cons:
It's just one less team in the field to control base. Remember, you cannot win by destroying the gunpowder alone. Balanced:
Strategies in this category have many of the benefits of both the before mentioned styles. The problem is that they are hard to organize. Unless you have very disciplined players, or well-made teams the strategy is likely to fall apart. Most teams do use a strategy that follows more in this category however than each of the two extremes stated above.
This strategy is, generally speaking, loosely planned. It designates players jobs in the battle prep and never changes. Often players “call out” what they are going to do, whether it's attack bases, damage bases, supply rush, defending allied supply base, or all-around. Usually, players claim the job they, or their weapons, are best suited for with other players filling in the gaps. Pros:
Easy to organize. Remarkably effective since players are doing what they are good at.Cons:
Hard to adjust if players aren't aware of surroundings.
2. Field Control w/ end-game rush
: This strategy is basically one of the two field control strategies , except with a late game supply base rush. Once the enemy supply gauge is down to about 60% the whole team rushes the supply base. The idea it to destroy the enemy with a final push. Pros:
Extremely effective and favored by most pros. Cons:
It only takes one person to lose, or capture a base. You have to hold the bases to do the damage and this becomes increasingly harder as the showdown goes on.Spirit
: On the field during Showdown there is a Spirit orb placed inside a wooden crate. Who ever gets spirit orb can become a general I believe its set to random general from your own force.