PvP

> "*Fight against other players locally.*"
> ― In-game description when starting a custom game
>
>

**PvP** is a gamemode unique to multiplayer games. It is similar to attack, where the objective is to destroy enemy Cores. However, all teams on the map are controlled by players, including the enemy. This gamemode is commonly found on online servers, each with their own pool of varied maps.

While PvP games have the same objectives for each player, different servers can use plugins to modify the rules and change up the gameplay experience. Generally, there are four types of PvP matches commonly found online:

* Team PvP divides the players on a server into teams, typically to the five that the game supports by default. Resources are often abundant on maps designed for this format.
* Hex PvP is a free-for-all where players fight for hexagonally-shaped territories on the map, which each have their own Core that is captured upon destruction. To support a large amount of players, plugins are used to generate teams with random colours.
* 1v1s are common on private servers and some community ones. Maps in this format are typically based off maps in other real-time strategy games.
* Mini PvP consists of maps with small amounts of resources and minimal space, prioritising tight play and manual mining.

The advice in this article applies to 1v1 games without plugins, but be sure to understand the rules and strategies used in each server.

## Gameplay

PvP maps require at least one Core on two or more active teams (excluding Derelict). To ensure equality for all players, these maps are typically symmetrical. Online multiplayer is often either between two or four teams, and occasionally one-on-one duels. To prevent de-syncing, the pause button is disabled, and opening up any menu will keep the game running.

The Core gameplay of PvP is to destroy all enemy Cores and be the last team remaining. Winning a game of PvP depends heavily on how well resources are managed, as well as how units are co-ordinated. Since the threat of enemy units is very prevalent, setting up fast defenses and drill setups as opposed to intricately placing them is far better for victory.

Depending on the format, a map may contain a defended wall seperating the teams. This is intended to prevent cheap victories and meaningless play by pre-emptively destroying rushes. These can be destroyed by units or long-range turrets such as the Ripple.

## Tips (Serpulo)

### 1v1

* Due to time constraints, spending time to optimise drill coverage is pointless. The only occasional exception is on smaller maps, where resource income matters more.
* Having efficient schematics for Graphite, Silicon, and unit production is crucial for getting the time advantage. Defenses should be simple and attached closely to supply belts instead of being separate; an example is simply placing a Scatter next to a drill.
* Air units are commonly used in the early-game, although ground units are also frequent. For open spaces where units of both types can attack, the Scatter and Hail is an effective combo. If ammo cannot be readily made, it can be transported with processor-controlled Flares, especially if an anti-rush wall is absent.
* In general, units from the Flare and Nova lines are the most effective. Mono is also useful for any potential Lead deficits.

### Team PvP

* Vote-kick out any griefers.
* Games in team PvP often have durable anti-rushing barriers and can be prolonged up to producing Surge Alloy. As a result, the Mono line is far stronger, especially the Quad, which can build, repair, deploy units, and drop powerful bombs. Force Projectors and the Fuse will naturally be prevalent to stop this.
* Ripples are important for safely taking out anti-rush structures.
* Overall, macromanagement is the stronger key to determining victory.

## Tips (Erekir)

* In all situations, the Locus dominates the early-game and rushing them allows an easy victory provided that the enemy does not tech up to Thorium and begin getting Titans. Otherwise, the tank line is generally inferior to other units of the same tier.
* Using units to defend is key to surviving early on, as early-game turrets are expensive and inefficient.
* Anthicus and Quell are good wallbreakers due to the unique unit-like quality of their missiles, being able to negate the damage output of most turrets. Afflict is able to absorb them better than others.

## Other Game Modes

* Survival
* Attack
* Sandbox