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Thread: Your Ideas For Strategies With the New Abilities | Forums

  1. #11
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by obliviondoll:
    Keep in mind the delay when using teleport - probably only a good idea if you've got a little space between you and them. Or combined with Smoke Bomb... </div></BLOCKQUOTE>

    Unless they are camping right next to the artifact, I don't think the delay should be too much to worry about. You could always run through a chase breaker and use it. Assuming you can activate it while moving.

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  2. #12
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    Not saying it's going to be DIFFICULT to account for, just that it needs to be considered.

    2 seconds is enough time for someone to get a decent distance towards you, and from the look of it in the video, they didn't show the person moving, so it's possible you might have to stay still while it's active. But like I said, Smoke Bomb.

    Also, a trick worth mentioning from the beta - tripwire bombs CAN be stuck onto walls. Throw one onto a wall before running up it, any pursuers will be knocked back down.
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  3. #13
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Redbanana27:

    Trip wire; sssshhh its a secret

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    Riddle me this, riddle me that what is banana hiding in his hat

    Popular tactics in beta was to use tripwire to guard artifact. But I used it for stealing. I threw TW near enemy artifact, and when one of guards stepped on it, rest of guards started randomly killing NPC-s because they thought someone is stealing artifact, without realizing that one of their team member is actually caught in bomb, and by killing NPC-s they temporarily lose contract so they cannot kill, making it easy to grab the artifact and run back to your base.
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  4. #14
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    I like that one, but it really would only be effective if all 4 of them are at the artifact. Anyone away from the artifact is unlikely to be caught up in the madness.
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  5. #15
    I just thought of something, Throw a tripwire into a blend group, if your target runs out, kill him, if he stays, when the tripwire arms and goes off, enter the blend group and push, and copy/paste the same thing for moving blend groups just throw it in the path of the NPC's.
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  6. #16
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by AwkwardlyBruta:
    I just thought of something, Throw a tripwire into a blend group, if your target runs out, kill him, if he stays, when the tripwire arms and goes off, enter the blend group and push, and copy/paste the same thing for moving blend groups just throw it in the path of the NPC's. </div></BLOCKQUOTE>
    On a moving blend group, maybe if you can set up shop next to it without being obvious, but on a stationary group not so much. There's the arm time first of all. It doesn't go off instantly. Any target paying attention will run at you if your close or run away from if you are far away while it's activating. If you do manage to get one off you'd have to be real close to the group in the first place to try the push exploit since the stun time isn't nearly as long as a smoke bombs is, also putting in danger of getting stunned.

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  7. #17
    Member trikky d's Avatar
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    Using Teleport in Artifact Assault:

    Teleporting from the edge of your territory straight into the 'no compass' zone deep in the enemies territory. By doing this you will be able to get behind any defenders sitting in between the no compass zone and the territory border.


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  8. #18
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by trikky_d:
    Using Teleport in Artifact Assault:

    Teleporting from the edge of your territory straight into the 'no compass' zone deep in the enemies territory. By doing this you will be able to get behind any defenders sitting in between the no compass zone and the territory border. </div></BLOCKQUOTE>

    Except the fact that Teleport has a maximum range of 35m (as i recall) and you need to see where to teleport, while you should also be aware of the charge up time required which as obliviondoll stated is just another factor that should be calculated, even though paired with disguise it is quite effective but you still need to pick where to teleport which from what I observed the spots where they are are somewhat bowl-shaped, this ability really needs to be planned out to guarantee the capture of the artifact.

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  9. #19
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    All in all, teleport sounds like it is really a useless ability -- it takes too long to take effect (people can run a long way in 2.5 seconds to get the kill) and you don't go far enough (35m is about the distance you would have covered by running over that same time). With the restriction that you must go to someplace that you can see, the last likely benefit goes -- if you can see the spot, your pursuer probably can as well. Overall it sounds like every other ability will be superior to this one.
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  10. #20
    Member trikky d's Avatar
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    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Purgelord:
    Except the fact that Teleport has a maximum range of 35m (as i recall) and you need to see where to teleport, while you should also be aware of the charge up time required which as obliviondoll stated is just another factor that should be calculated. </div></BLOCKQUOTE>

    I'm aware of this, you have to be smart how you use it, but it will be handy against AA teams that are primarily defensive. It is just one strategy, it certainly doesn't guarantee an artifact capture it's just a good way to get into good position.


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