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rkato
02-13-2005, 02:33 AM
I propose that whoever wants to, shares whatever they feel comfortable sharing to promote the dissemination of information.

High Mines, Clubhouse
Many terminals can be jumped on from the right angle allowing you to place mines higher than normally possible. You'll probably want to use proxy since its the only one that can be triggered from such a height.

Poison Cover, Clubhouse
In several instances you can plant a poison mine facing another mine. Even if the other mine is removed, poison takes effect.

Alternate Proxy Placement, Clubhouse
Placing proxy mines above the 'see through' deck section near first floor garden (As you go out from Garden 1st Floor, its to the left before the Steam Hack). These will still detonate and kill, but you cant defuse them easily.

Alternate Mine Placement, Clubhouse
The 'pot' that sits next to the laptop in Jacuzzi. Drop into the tub and you can place mines on it that are really close to the floor.

Poison Mines, Clubhouse
Poison Mines are silent and blend well in many dark environments. They also shoot a hitscan dart. This brings up many possibilities for hidden locations for poison mines. The longest distance i've used the poison mine is wall to wall in the jacuzzi/steambath underneath the security cameras.

Hiding Gadgets Using Light Glow, Clubhouse
Smaller gadgets like Spy Traps and Presence detectors are enveloped by the glow emitted by the light posts in Clubhouse. They also blend with the black band on the top of the lights. You can use these to camo the mines.

Frequent Trap Locations, Clubhouse
Second and First Floor main hallway entrances (connected to entry hall). If these are placed right against the corner of the wall, then they very difficult to shoot out.
Also the dark areas underneath the Steambath and Jacuzzi Vents. Another favorite is the lunchroom window. A silent mine underneath the window works well since the spy can't see it even from third person. (Must use stick cam).

Garden Entry Attack Route, Clubhouse

If entering via the Garden, some people like to roll through the long vent in the back (not many realize its there since its easy to roll straight down to the Kimono Room and pass the pipe to the vent).


Waiting Positions, Clubhouse
For the second floor merc, between the elevator and lunchroom/tea room hall.
For the first floor merc, patrol first floor hall. Second floor merc can use BULLCHARGE to remove the tearoom/lunchroom walls. They take away slightly less than half health, and can be destroyed consecutively at the beginning of the game easily. Then get health, and you're all set. First floor merc should also be weary of electrical terminal. If you have an FN2000, press B to enter sniper mode, its an easy headshot there.



Bottleneck, Museum
Flashlight on the loose ceiling panel. (Near the double doors between the exhibition/monolith and cafe area. Flashlight on the crack means you can see spies rolling through. Very simple.


Camo + Boards, Museum
A good place to hide as a spy in Museum. Camo because your hands and feet stick out.



Rolling for Drop Neutralization, Either
Consider rolling instead of dropping or jumping when trying to do a drop neutralization. Might be easier.

-Remember tapping the launcher button for your weapon fires grenades at full strength.
-You can dive through the lunchroom lasers, meaning you don't need to bring chaff grenades for them.
-Spy bullets also act as ZONE RADARS! Shoot them into an area prior to attack or as an early warning device.
-Shift + Down = slide on pipes.

rkato
02-13-2005, 02:33 AM
I propose that whoever wants to, shares whatever they feel comfortable sharing to promote the dissemination of information.

High Mines, Clubhouse
Many terminals can be jumped on from the right angle allowing you to place mines higher than normally possible. You'll probably want to use proxy since its the only one that can be triggered from such a height.

Poison Cover, Clubhouse
In several instances you can plant a poison mine facing another mine. Even if the other mine is removed, poison takes effect.

Alternate Proxy Placement, Clubhouse
Placing proxy mines above the 'see through' deck section near first floor garden (As you go out from Garden 1st Floor, its to the left before the Steam Hack). These will still detonate and kill, but you cant defuse them easily.

Alternate Mine Placement, Clubhouse
The 'pot' that sits next to the laptop in Jacuzzi. Drop into the tub and you can place mines on it that are really close to the floor.

Poison Mines, Clubhouse
Poison Mines are silent and blend well in many dark environments. They also shoot a hitscan dart. This brings up many possibilities for hidden locations for poison mines. The longest distance i've used the poison mine is wall to wall in the jacuzzi/steambath underneath the security cameras.

Hiding Gadgets Using Light Glow, Clubhouse
Smaller gadgets like Spy Traps and Presence detectors are enveloped by the glow emitted by the light posts in Clubhouse. They also blend with the black band on the top of the lights. You can use these to camo the mines.

Frequent Trap Locations, Clubhouse
Second and First Floor main hallway entrances (connected to entry hall). If these are placed right against the corner of the wall, then they very difficult to shoot out.
Also the dark areas underneath the Steambath and Jacuzzi Vents. Another favorite is the lunchroom window. A silent mine underneath the window works well since the spy can't see it even from third person. (Must use stick cam).

Garden Entry Attack Route, Clubhouse

If entering via the Garden, some people like to roll through the long vent in the back (not many realize its there since its easy to roll straight down to the Kimono Room and pass the pipe to the vent).


Waiting Positions, Clubhouse
For the second floor merc, between the elevator and lunchroom/tea room hall.
For the first floor merc, patrol first floor hall. Second floor merc can use BULLCHARGE to remove the tearoom/lunchroom walls. They take away slightly less than half health, and can be destroyed consecutively at the beginning of the game easily. Then get health, and you're all set. First floor merc should also be weary of electrical terminal. If you have an FN2000, press B to enter sniper mode, its an easy headshot there.



Bottleneck, Museum
Flashlight on the loose ceiling panel. (Near the double doors between the exhibition/monolith and cafe area. Flashlight on the crack means you can see spies rolling through. Very simple.


Camo + Boards, Museum
A good place to hide as a spy in Museum. Camo because your hands and feet stick out.



Rolling for Drop Neutralization, Either
Consider rolling instead of dropping or jumping when trying to do a drop neutralization. Might be easier.

-Remember tapping the launcher button for your weapon fires grenades at full strength.
-You can dive through the lunchroom lasers, meaning you don't need to bring chaff grenades for them.
-Spy bullets also act as ZONE RADARS! Shoot them into an area prior to attack or as an early warning device.
-Shift + Down = slide on pipes.

scworld
02-13-2005, 03:07 AM
Great post! Should bring some tactics for the newbs/noobs.
Well done.

Amn-23
02-13-2005, 04:22 AM
yer nice one. i hope some people read it!

TheBrokenDog
02-13-2005, 06:02 AM
Something I never tested, which someone may be able to answer. Will sliding on a pipe/ladder generate noise? Always forget checking this out whenever a friend and I are screwing around.

Thanks in advance.

Amn-23
02-13-2005, 08:34 AM
yes. ALOT

S.a.S-Akbari
02-13-2005, 09:28 AM
All poeple with EAX and some other without but still hear the same noise (as me) will hear vents pipes floors etc etc from miles away, anoying advantage

Ukiki
02-13-2005, 09:47 AM
Cheater

eTo-NoSiS106
02-13-2005, 10:11 AM
look who it is, its ukiki

still calling people cheaters eh?

Ukiki
02-13-2005, 10:43 AM
look who it is nosis "this is my first game of the daY" yet i have been on all day playing but i got owned by ukiki. sucker

Spartan_M.A.D.
02-13-2005, 11:46 AM
lmao nosis and ukiki i cant tell if u ppl are being serious or not. Who is cheating? BTW great post, i didnt kno some of the stuff about the mine placement thanks a bunch http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

Spekkio9
02-13-2005, 12:51 PM
ukiki, for 100 rupees i'll give you a computer virus http://forums.ubi.com/images/smilies/mockface.gif

Ukiki
02-13-2005, 02:18 PM
for 100 rupees i can buy alot of sheeps with that like im gonna give up my rupees so you can give me a virus you'll never get my rupees... sucker

rkato
02-13-2005, 04:43 PM
Thanks were nice and all but the point was to get people to share stuff too.

Berserk as Anti-Drop
You can use Berserk to foil a drop on you. If you know a spy is going to drop on you, berserk will knock him down.

SHIFT when Ledge Grabbed
Shift sometimes works to stop a ledge grab.

Camo + Boards, Museum
A good place to hide as a spy in Museum. Camo because your hands and feet stick out.

Camo + Boards EXTENSION, Museum
If you jump going down the stairs while aimed slightly towards the railing you will land on the railings in the exhibition/museum. This is especially useful in exhibition where there are hanging 'boards' (where paintings are supposed to be placed I guess). There is one board of particular interest. It hangs right in the middle of the ceiling, above the first staircase. Using the rail jumping trick above, you can grapple onto the hanging board. Perfect position for a drop neutralization (although the height is greater and you will need to compensate more).

rkato
02-13-2005, 10:03 PM
<pre class="ip-ubbcode-code-pre">Stopped -------- Cr. Walk -------- St. Walk -------- Cr. Run ---- Rolling ---- St. Run
|
|
Proximity Detector
Threshold</pre>

Mancora42
02-13-2005, 10:27 PM
I heard that prox Detectors only detect movment when they beep, havent had a full chance to test that since prox detectors are so rare.


Edit:

Low level jumping
Low level jumping is great and almost always unexpected, can be very quick to execute, and if you mess it up you can run off immediatly unlike the larger jumps. If you see a waist high object and jump on top of that you now have enough power to nock out a merc.

ie, railings, jump up on that then jump back towards the merc, bingo hes nocked out. Or say clubhouse second floor lobbyish elivator, there is a low shelf next to it, as soon as the merc gets out of the elevator jump him, or as he come in from the hall.

rkato
02-14-2005, 12:08 AM
Proxy Mine Placement, Clubhouse
-First floor, Buddha Room. Underneath the vent from the second floor. (Underneath the threshold, or else the spy will be able to shoot it out).

-High Mine Trick can be used above all the objectives in Clubhouse.

-Behind the Steam Hack Pipe. (Hide the blinking light).

Poison Mine Placement, Clubhouse
-The pillar across from the Electrical. (On the left side of the pipe). This mine will be sheathed in darkness, and will face the electrical hack.

-Seats facing the first floor vents.

-Across from the coop vents in the entry hall.

-Across from the lower vent in the Buddha Room.

-Across from a vent in general so the laser trip faces into the vent.

Other
-Smoke and Chaff grenades last 10 seconds. Take note that several objectives take 10 seconds to hack. Only let off smoke right before you hack to yield optimum results from the smoke (against mercs without a gas mask).

-Shooting an alarm snare near a laser trip wire will repeatedly trip those alarms. This is obviously an alarm snare to mercs, but creates a disturbance in their HUD. (Alarm Snare effectiveness does not dissipate even after the mercs know you have them).

-Cam Gas will stretch across the Double Doors in Museum and across several of the doorways in Clubhouse. Keep this in mind. You can either shoot the cam on the door frame to cover the door, or on a wall for better angles.

-When circumstances allow, blow up merc's mines when they are near them. A free kill for you, and one less mine on the level to worry about (though the respawning merc will bring more). Don't shine the laser on the mine. Aim for the mine, turn off the laser then keep still and wait for a merc to pass. --Mercs cannot get poisoned though, so don't even try--

rkato
02-15-2005, 04:55 PM
Poison Mine Placement
Between the slits of the seats in the Jacuzzi and Steambath.

Also use Poison Mines to cordon off the go-through underneath the Steambath and Jacuzzi. Do this by placing Poison Mines on the wall/shoerack right across from the openings in the floor. Do it in such a manner that the laser just covers the side of the opening.

Hiding Spot in Jacuzzi & Steambath
You can climb on top of the seats and there are some boards that reach up to the wall. Hide up there, mercs almost always never look. In conjunction with camo, this is an enhanced hiding spot.

Merc Evasion
The shortest distance (to safety) in this case is not a straight. Zig zag and roll a lot. Also remember that you run quite a bit faster than the mercs, and it is not always necessary to go great distances to escape them.

Security Cam Evasion
If possible, time your movements with the pan of the security camera to avoid alerting the merc prematurely.

Zone Radars on the Floor
When using Spy Bullets are Zone Radars, it seems to be more effective if they are shot on the floor. (I've tried shooting them on walls and ceilings to avoid them getting shot, but they dont seem to detect mercs).

Museum Storage Lights
The lights in the T-shaped museum storage hallway can be shot out. The hallway also looks split-jump-friendly.