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fastfast1969
02-11-2011, 03:50 AM
might be something worth considering, as lots of people hate stun and mute, a "knock em down" perk would be good, it would work the same way as mute but instead of the said mute, the people in the perk area would fall down (regardless of target or pursuer there.)
then you could do your deed on your target/pursuer.

it would also draw attention to you too making your gaming more difficult as other players will know who and where you are.

good or bad idea or not worth it????

Stormchase89
02-11-2011, 04:03 AM
Mutes already pretty down there with smoke bomb providing an all round better skill to use.

That skill would just make mute void and seems a little to easy for stunning your pursuer.

Rakudaton
02-11-2011, 06:22 AM
I agree with Storm. Such an ability would be too good and also too similar to smoke bomb and mute. Below are a few of my ability ideas:

--> "Taunt"
This could either be an ability, or something everyone can use by pressing triangle (on ps3). You lock onto someone you think is your pursuer and activate it. If they are indeed after you, it's like stun but at range -- they lose the contract and you get points. BUT regardless of whether or not you get it right, your own identity gets revealed because of the "taunt" snimation. It's like a ranged but riskier version of stun; rather than hammering the button at anyone nearby, you have to be strategic and make sure you get the right person.

--> "Fog Bomb"
This is like a smoke bomb, but with a larger radius, much larger height, and denser smoke. Basically no-one else can see through it, but they don't choke or anything (they can still move/stun/assassinate). People's locks on you are instantly lost and furthermore you are hidden from sight for a few seconds. This would counteract Templar Vision (they know who you are, but then you use it as a smokescreen and then they no longer know when the fog clears) or the Hidden Gun (you hear the sound of someone locking onto you, so you throw it and they lose the lock and sight of you). When you're inside, you can take advantage of being hidden so as to use a Disguise or Morph or Decoy.

--> "Dash"
This is a movement ability like Charge or Sprint. The game would need to be changed such that if you fall from too high up you get penalised -- you limp (like you've been hit by knives) for a time, or if you fall from even higher you collapse to the ground like you've been stunned. Anyway, "Dash" counteracts this for the duration of any chase (either as pursuer or victim) you are in when activated.

DeanOMiite
02-11-2011, 07:52 AM
Originally posted by Rakudaton:
I agree with Storm. Such an ability would be too good and also too similar to smoke bomb and mute. Below are a few of my ability ideas:

--> "Taunt"
This could either be an ability, or something everyone can use by pressing triangle (on ps3). You lock onto someone you think is your pursuer and activate it. If they are indeed after you, it's like stun but at range -- they lose the contract and you get points. BUT regardless of whether or not you get it right, your own identity gets revealed because of the "taunt" snimation. It's like a ranged but riskier version of stun; rather than hammering the button at anyone nearby, you have to be strategic and make sure you get the right person.

--> "Fog Bomb"
This is like a smoke bomb, but with a larger radius, much larger height, and denser smoke. Basically no-one else can see through it, but they don't choke or anything (they can still move/stun/assassinate). People's locks on you are instantly lost and furthermore you are hidden from sight for a few seconds. This would counteract Templar Vision (they know who you are, but then you use it as a smokescreen and then they no longer know when the fog clears) or the Hidden Gun (you hear the sound of someone locking onto you, so you throw it and they lose the lock and sight of you). When you're inside, you can take advantage of being hidden so as to use a Disguise or Morph or Decoy.

--> "Dash"
This is a movement ability like Charge or Sprint. The game would need to be changed such that if you fall from too high up you get penalised -- you limp (like you've been hit by knives) for a time, or if you fall from even higher you collapse to the ground like you've been stunned. Anyway, "Dash" counteracts this for the duration of any chase (either as pursuer or victim) you are in when activated.

Hmm...

For taunt, I've thought about something like this myself but I think at this point there are enough players who are good enough at picking out a pursuer that this ability would be overpowered. I rarely am wrong when identifying my pursuer at a distance and I know there are people who are better than me at it, so something like this would be too much.

For fog bomb, other than the loss of lock, this idea is basically firecrackers. But if you add the loss of lock, what you've done is make firecrackers 100% obsolete and in my opinion, part of a good new ability is to not step on the toes of an already existing ability.

For Dash...I personally would never use it, but I LOVE the idea of changing the game to include a penalty for jumping from heights. I have been thinking that such a thing is actually a perfect counter for roofers because it doesn't completely prevent them from being on the roof but it does force them to take a little extra care while up there. I remember one of the very first matches I played ever in ACB was on Venice and I was on a roof and was going for the leap of faith but apparently I wasn't going the right direction so i just did a flying running jump off the building and on the way down I was like "super, I just killed myself" but I landed and i was totally fine and I thought to myself "well...that's stupid."

I'm ok with the game the way it is for now, I don't think it requires any changing, but for future AC games I'd like to see some kind of death or injury come from jumping from a roof that's too high. Other than the fact that it just makes sense, from there you could have a perk that lets you survive longer falls or an ability/equipment (imagine bringing a parachute from the single player to multiplayer) that does the same thing. They wouldn't fit MY play style, but they'd be worthy additions to the game.

Rakudaton
02-11-2011, 09:33 AM
For fog bomb, other than the loss of lock, this idea is basically firecrackers. But if you add the loss of lock, what you've done is make firecrackers 100% obsolete and in my opinion, part of a good new ability is to not step on the toes of an already existing ability.

Not really. I'll briefly demonstrate the advantages and disadvantages of Fog vs Firecracker:

ADVANTAGES:

--> The fog itself covers greater area than the firecracker's "whiteout" effect, allowing you to hide even from people who are at a distance
--> The firecracker only removes people's locks within the whiteout area; fog bomb removes any lock that is TARGETED to someone in the area. If you have a gunman locked onto you and shooting, a firecracker won't save you.

DISADVANTAGES

--> Firecracker can be used to determine NPCs from Players. NPCs will cower when one is used; Players will not. This is a fundamental use of firecrackers -- and fog bomb does not do this, so it isn't really "stepping on its toes".
--> The temporary loss of vision is only PARTIAL -- it applies only to the area that is in fog. Firecrackers cause you to lose your entire screen. You can simply move away from the foggy area. If someone gets you with firecrackers... not only can you do nothing about the whiteout, you also cannot re-lock on for a while.



That's why I feel they are really distinct abilities. Fog bomb would be for hiding yourself, so as to do one of the following:

>> Simply move within a crowd or change location to confuse your pursuer
>> Use morph to make sure you are hidden
>> Use a disguise to confuse them
>> Send a decoy out of the crowd to lure them
>> Stop a gunman from shooting at range
>> Or simply escape, or provide cover for your allies to do so

Black_Widow9
02-11-2011, 01:33 PM
I'm going to move this here-
Assassin's Creed Brotherhood Multiplayer Discussion (http://forums.ubi.com/eve/forums?a=frm&s=&f=2361024388)
Please make sure you also post this in one of the Feedback Threads.
Thanks http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

Serrachio
02-11-2011, 01:49 PM
I like the Taunt idea, but the distance is what makes it overpowered.

It should be that if you taunt a player 10 metres or less from you, then they lose the contract.

If you taunt a NPC, they would just turn around and walk away.

I like the Fog suggestion.

I like the Dash suggestion too, but it calls for a change to how the game's mechanics work, and I doubt it would be liked by many people who are accustomed to the current mechanics.

One thing I would like is a roll along the ground for when you jump from a high rooftop when you hit the ground, if only to eliminate pursuers from Aerial killing you just after you hit the ground after jumping off the roof to avoid them from killing you.

Just a suggestion of my own regarding rooftops:

Make it so that players don't freeze for kill animations.

It should be that if you're running during a chase and you get assassinated, you continue running before being jumped by the pursuer. Maybe even viewing the kill from the pursuer's eyes or something.

For aerial kills, maybe a rooftop tile or a brick/pebble falls down and smashes/makes a noise near the target so they look up and then panic as they notice the pursuer before being landed on and killed.

MonsterJunkese
02-11-2011, 02:07 PM
should be new ability range flex
it makes u be able to stun/attack someone from further away keeping and incignito kill it also lets u have more chance to stun ur persurer

Serrachio
02-11-2011, 02:13 PM
Originally posted by MonsterJunkese:
should be new ability range flex
it makes u be able to stun/attack someone from further away keeping and incignito kill it also lets u have more chance to stun ur persurer

That's really overpowered.

obliviondoll
02-11-2011, 02:36 PM
Originally posted by Serrachio:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by MonsterJunkese:
should be new ability range flex
it makes u be able to stun/attack someone from further away keeping and incignito kill it also lets u have more chance to stun ur persurer

That's really overpowered. </div></BLOCKQUOTE>
It's not overpowered.

It's also not a new ability.

It's basically just Charge at close range.

arkadye
02-11-2011, 05:06 PM
Someone suggested (I can't remember who) that locking on to your pursuer should make you dodge an aerial assassination attempt. Obviously, they get the kill afterwards unless you're quick running or stunning, but it does give you more of a chance.

Serrachio
02-11-2011, 05:15 PM
Originally posted by obliviondoll:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Serrachio:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by MonsterJunkese:
should be new ability range flex
it makes u be able to stun/attack someone from further away keeping and incignito kill it also lets u have more chance to stun ur persurer

That's really overpowered. </div></BLOCKQUOTE>
It's not overpowered.

It's also not a new ability.

It's basically just Charge at close range. </div></BLOCKQUOTE>

Charging someone from a distance reduces your bonus. This doesn't.

Charge doesn't make someone 'more likely to stun or assassinate' it's guaranteed, but it's obvious.

For being so powerful, Flex would have no flaws to make it balanced.