GOO | |
---|---|
Type | Arena object |
Effect | None |
Duration | 90s |
Health | 300 |
Goo is a type of object that can appear in the arena when contestants interact with certain Equipment items or Goo Barrels. It is a destructible object that can block pathways, provide cover and create positional opportunities for contestants.
Sources
- The Goo Barrel produces a wall of 8 (4 by 2) Goo pieces.
- The Goo Grenade produces a wall of twelve (6 by 2) Goo pieces.
- The Goo Gun produces one piece of Goo with each shot.
Mechanics
Removal
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 12 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 that remains in the arena for a while will break on its own.
Placement
A blob of Goo has a volume of 2m3. This cube shape only applies to contestant movement; in other interactions (such as bouncing a gadget off of the goo), it will act like a sphere. In walls, Goo pieces have their centers placed 1.25m apart.
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.
One notable thing about Goo is how it deploys on walls. When a Goo Grenade or Barrel is thrown 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.
- When a Goo Grenade or Goo Gun projectile fails to deploy, it will simply bounce off and deploy on the next surface it hits.
- The Goo Barrel will still deploy when hitting an incompatible surface but it will not be attached to the object.
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.
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 a ledge is too high to climb, the user can throw Goo on the wall and use the makeshift platform to climb up.