Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.
Revision as of 02:08, 26 February 2024 by Rakun (talk | contribs) (Placement)
GOO
TypeArena object
EffectNone
Duration90s
Health300

Goo is a type of object that can appear in the arena when contestants interact with certain items or with Goo Barrels. Goo is a destructible object that can block pathways and provide cover for contestants.

Sources

  • The Goo Barrel produces a wall of twelve (6 by 2) Goo pieces.
  • The Goo Grenade produces a wall of eight (4 by 2) Goo pieces.
  • The Goo Gun produces one piece of Goo with each shot.

Mechanics

Removal

Walls of Goo. In this hierarchy, each blob shows the number of blobs that are dependent on it.

Goo can be destroyed by bullets and other sources of damage. High structure damage such as the CL-40's grenades or the RPG-7 will destroy Goo the quickest.

Furthermore, Goo is highly flammable and will ignite if it is within 2m of an active fire. This means fire will instantaneously spread across a Goo construction. Goo will break after at 6 seconds of being on fire. If a burning piece of Goo is inside of smoke, the fire will go out and the Goo will not be destroyed.

If a contestant is partially trapped in a piece of Goo for 1 second, it will break.

Goo inherently disappears over time.

Placement

A blob of Goo has a volume of 2m3. This only applies to contestant movement; in other interactions, its collision is spherical. In walls, Goo pieces have their centers placed 1.25m apart.

One notable thing about Goo is how it deploy on walls. When a Goo Grenade or Barrel is placed on the ground it deploys perpendicular to the direction the thrower is facing, but when thrown on walls it creates a wall that is perpendicular to the surface it was deployed on.

Goo can also be deployed on other Goo blobs, but it will fail to deploy on carriable objects or cashout stations. Each piece of Goo is internally linked to its supporting object. If this object breaks, the Goo will break a moment later.

Goo adds weight to the object it is attached to and can cause it to tip over.

Chains

The aforementioned supporting object mechanic is of significance for walls of Goo produced by Goo Barrels and Goo Grenades. Only one of the Goo pieces is attached to a surface. The rest of the Goo is interlinked. As such, breaking the Goo that is attached will (recursively) break the entire construction. The attached Goo piece will always be at the same location in a Goo wall (see diagram).

This logic is based on a hierarchy. Additionally, if the longest path in the hierarchy exceeds 15 Goo pieces, the Goo will break down starting at the root of the hierarchy. This is most noticeable when attempting to "pillar" too far up with the Goo Gun.

Strategy

  • When trying to get rid of a Goo wall or Goo Gun construction, prioritize the attached piece(s) of Goo (see chains) to destroy it in one go.
  • Quick Melee is the slowest method of breaking Goo, taking 8 hits to break.
  • Explosions and Charge ‘N’ Slam are the fastest methods of breaking Goo.
  • The Flamethrower does not break Goo very quickly. Leaving it to burn for itself is recommended over sustaining fire on the Goo.
  • Goo can be used as a trap (such as around the cashout station) if contestants have access to fire. This turns it into a short-lived hazard.
  • The cashout station can be displaced by Goo. This mechanic can be used to relocate Cashout Stations to more advantageous positions.

Goo can be used to make quick barriers that block oncoming fire in a pinch, making it useful for a retreat to cut off line-of-sight between the user and other contestants. It also counters the Guardian Turret by blocking its line-of-sight. The user can also place it down pre-emptively to create cover to retreat behind.

File:Outside Angles.jpg

Walls of Goo can also influence enemy movement by blocking chokepoints like doorways, tight corridors, tunnels, stairwells, ziplines and more.

The placement property of Goo allows for limitless potential in new movement opportunities:

  • If there is a gap between two buildings the user can't clear, Goo can be used on the target building's wall to create a bridge between them.
  • If the user is falling off of highground, they can throw Goo at their feet towards the nearest wall and the Goo will catch them, giving them the opportunity to use a movement ability to return to the fight.
  • If a ledge is too high to climb, the user can throw Goo on the wall and use the makeshift platform to climb up. The user can also use Goo to peek unexpected angles by making a Goo platform beneath a window, catching opponents through the window off guard.