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Thread: Common Skills | Forums

  1. #1
    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.

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  2. #2
    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.

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  3. #3
    Great post! Should bring some tactics for the newbs/noobs.
    Well done.
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  4. #4
    yer nice one. i hope some people read it!
    * * * * *


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  5. #5
    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.
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  6. #6
    yes. ALOT
    * * * * *


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  7. #7
    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

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  8. #8
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  9. #9
    look who it is, its ukiki

    still calling people cheaters eh?
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  10. #10
    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
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