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Thread: AC MP game mechanics | Forums

  1. #21
    Senior Member FilipinoNinja67's Avatar
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    Yeah, that goes hand in hand with stun locking.

    -Anti Stun Lock Class (thanks chernz for the help and sorry for the hate mail :P )
    Mute S
    Poison LL
    Silent Hunt
    Resistance
    3 Silent for Alliance and 5 Silent for Manhunt
    Reset Cooldowns

    - The Seeker
    Knives LL
    Fire Crackers S
    Boost Cooldowns
    Silent Hunt
    5 Silent
    Reset Cooldowns

    I used those classes and usually came on top of everyone if I played with my friends from school (wasn't involved in community as much back then because I didn't want to be involved in stun locking) because randoms had no idea what they were doing. :/ I think it's cheap and I come from a sort of unbiased biased point of view because I used to stun lock big time with Synchronizing Asians until someone I was stunlocking with said, "How are we supposed to be stealthy on defense?" And he was serious. He wasn't from SA though.

    And I also hated Mute and thought it cheap because of its instantaneous deploy. I still haven't bought it yet on ACR.

    I don't see the class itself as cheap but I do think it takes zero skill to use and as for the reset cooldowns, I hated that and I'm glad they moved it to 5 deathstreak.

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  2. #22
    Well, here's my view.

    Hidden Gun: Don't see why people are annoyed by it. The joke's on the firing end, not the receiving one. If you use it for every contract you get all you'll get is a 100 points. Use it correctly for the variety bonusses and you can end up with a 750+ gunshot. It takes 90 seconds to reload and makes less room for other abilities.

    OSB: This is one of those 'player made' rules that you encounter in every game. Some examples: "no camping, no using that weapon,...". Favorite excuse: It takes no skill. If the people who condemn OSB are such big experts on skill why aren't they skilled enough to avoid OSB? The average range of a smoke bomb is 3 meters (when not thrown). If you get stuck in that, it means your pursuer already could've killed you. Whether he kills you right away or uses an OSB and then kill you for more points, the result is you're always dead. Avoiding OSB is easy, don't get close to your pursuer. Stuns are worth quite a lot of points but it involves a certain risk. OSB is that risk.
    Personally, I don't care about OSB. Especially in ACR with the huge stun range. In ACB all it does is confuse me when the pursuer smokes me then goes in for the poison which he could have pulled off without the smoke (since I didn't have any abilities to defend myself). I guess they want to make sure. I don't use them in ACB (no need to with the short stun range). In ACR I do.

    Roofers: Some see this as an annoyance. I see GRAB KILLS! There's a good reason grab kills are worth 450 points, and I take the opportunity. As for pursuers on the roofs, drop stuns take care of those. I hope they keep drop stuns in AC III as it's a good way to punish aggressive players. I don't think Assassin's Creed Multiplayer would be the same without rooftops.

    Runners: I think there are two kinds of runners: idiot ones and coördinated ones. The first do nothing but start chases and always run because they did so in the single player. Simple flank and kill takes care of them. Coördinated runners usually go for lots of high point kills. In ACB this was usually with Disguise and Poison. These players are usually in first place, and since they don't have any actual defensive abilities the only thing they can do to maintain their streak and avoid their pursuers is to run and have them taken out by other players. I play like that in ACB Wanted and it's highly effective. It combines high point kills with point starving. Best way to counter these is to wait for them to make a mistake (get stunned), flank them or wait untill they're in a kill animation.

    Point starving: I think everyone agrees that when playing Manhunt, if two teams go at each other full throtle (and know what they're doing of course) the scores on both sides will be very high. Point starving will ruin the opponent's score, but will not make you win either. Unless in a FFA like I mentionned above, point starving is only effective when you'e already in the lead.
    As an example for going at each other, here's a good video explaining what happens: http://www.youtube.com/watch?v=y_RGo...&feature=g-u-u

    Camping: I hate it when people use that term for Assassin's Creed. Sitting in a blend group isn't camping. Period. The only thing I can call camping is putting a tripwire on a non-blending spot and wait there. Any good player will know something's off, checks the floor and kills the guy without setting of the tripwire.

    Stunlocking: A good strategy in ACB. It generates points while denying the other team of it. Even if they Y/Triangle out, the respawn takes time which causes an even bigger loss of points. Aside from that, it is probably the only thing in Manhunt that requires actual teamwork. Since it's called a team mode, I assume the goal is to win through teamwork (I detest the ACR Team mode system with the whole random teammates system). In Alliance, that's when it shows it's broken. It's a positive thing they removed it in ACR (but why didn't they bing back alliance?) though. It balances the huge stun range and short animations.

    RDM/Point system: I know ACR was aimed at newer players. That's why I like ACB more: it's merciless. By that I mean:

    - Incognito gone is Incognito gone. You're not getting it back untill you get a new contract. Even more so in team modes. Only when the entire team is down you get that incognito back.
    - Chase kill in Assassinate = off the compass
    - Oh you want to start a chase? Fine, but all you'll get is 100 points and some 50 point bonuses. No 450 point grab kill after starting a chase, nor 200 point acrobatic kill in a chase. You forfeit everything
    - Playing escort eh? Sorry, no portraits lighting up. You're on your own. Also, I wouldn't kill anyone unless you're absolutely sure. After all, you're giving 400 points to the other team.
    - So you're in a kill animation? That's nice, but while you're busy someone else is behind you getting ready since you're too busy to drop a smoke bomb anyway. No abilities in kill animations.

    I think the RDM could work, but try charging it when your targets are running at you for stuns. Not possible. Either go back to the normal meter or tweak this one a bit. e.g. Meter charges extremely fast when target is in Line of Sight and he's in High Profile. Meter doesn't decrease when out of sight, you keep what you've built up.

    Well, there's my view. Might add some stuff later.

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  3. #23
    Senior Member Collinwood01's Avatar
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    I watched some of Loomer979 (I think thats his ID) Templar training vids on youtube and they are pretty good about pointing out different game tactics. The one thing I took from all of them is to take advantage of every situation you can. If you can get a grabkill then go for it. If you can get an acrobatic kill then go for it. Whatever it takes. Some good stuff if you all are interested.
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  4. #24
    Senior Member Lethalla's Avatar
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    Since your post didn't specify which game (or I don't recall if it did), Collin, and since I've pretty much given up playing ACR as it makes me too angry, my answers are pertaining to ACB (though obviously some of this is relevant to ACR as well).

    Hidden Gun: I detest getting shot as it requires no skill whatsoever - even if all the pursuer gets is 100pts. The only times I use it are if I'm doing the challenges (and I haven't even started trying to do any of the gun challenges on my TallyCat profile yet), or I'm doing Captain Awesome with a friend or friends in Team because the other team have shot us in the previous round or game. If I'm close to a corner I'll try to run, but most of the time I die anyway, and as I only ever roof if my target is roofing or I'm getting chased, my pursuers rarely get Mid-air on me. I have to say, though, that when I did the Sniper challenge on my old PSN id it was hilariously funny to shoot a grounded target at point blank. I also agree that I would hate it less if it required more skill to aim.

    OSB: Yes, I use it. As others have pointed out, it helps add points for Focus, stops you getting punched in the face (when lag doesn't interfere), can make it obvious which of the personas is your target (when they either drop smoke or fail a stun) and sometimes it can nab you both pursuer AND target if you're quick enough.

    Running: I don't see this as point-starving so much as a form of defence, and no different whatsoever to using defensive Smoke or Mute. If a chasebreaker or a few corners can stop me dying, I'm going to use them, especially if I have more than one pursuer after me. The way my luck runs, though, I usually either hear whispers and run in the wrong direction (ie straight to a pursuer) or I'm aware of who they are and don't have an ability ready / it fails to deploy / it does deploy but I get lag killed. Same as it ever was.

    Spawn-killing: No fun when it happens to me, but, hey, it's a free kill just like an AFK player. On the rare occasion I've spawned into the map between rounds, I've taken advantage and run to the other team. Usually only get a max of 2 before I get killed/stunned though.

    Drop-kills: fantastic when you can get one but most of the time either the target moves, or else you go up the wall so swiftly you end up just getting an Acro. Da mn Wall Runner in such instances.

    Mute: this has failed me so many times I hardly ever use it. And that goes for both ACB and ACR.


    Favourite kills: Naked Acro Poison, and Revenge Poison.
    Most hated deaths (apart from gun): when you get no whispers until the pursuer starts a chase from about 10m away - so that by the time you drop a smoke it's too late. And also when the target who has just stunned you kills you 2 seconds later (obviously not in Assassinate).
    Last edited by Lethalla; 05-02-2012 at 11:35 AM.

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  5. #25
    Senior Member FilipinoNinja67's Avatar
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    You just pointed out every reason why I consider OSB as cheap. a defensive ability made to stun or stop a chase is being used for all of those things. No other ability has as many uses as smoke.

    -Gun
    I forgot to mention that with the 2 second lag I could run around a corner, hear a gunshot, and drop dead because my pursuer shot through a building.

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  6. #26
    Senior Member Lethalla's Avatar
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    Quote Originally Posted by Andrew116 View Post
    You just pointed out every reason why I consider OSB as cheap. a defensive ability made to stun or stop a chase is being used for all of those things. No other ability has as many uses as smoke.
    If I can get a naked poison I will, but if I've been punched in the face by the same target earlier, of course I'm going to use it. It beats jumping off a roof, in my opinion. And at the risk of starting an argument, which is not my intention, precisely how is it "cheaper" than using Charge or Mute offensively? I don't see it as any different to using any of those abilities defensively vs running. Either you're trying to get a kill, or you're trying NOT to get killed. And sometimes both.

    Oh and by the way, I'm not going to argue back if you reply.

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  7. #27
    Member TH3 F4T C0BRA's Avatar
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    Quote Originally Posted by Andrew116 View Post
    You just pointed out every reason why I consider OSB as cheap. a defensive ability made to stun or stop a chase is being used for all of those things. No other ability has as many uses as smoke.

    -Gun
    I forgot to mention that with the 2 second lag I could run around a corner, hear a gunshot, and drop dead because my pursuer shot through a building.
    Andrew, I don't post much but I read the forums daily. Can you show me where it says smoke bomb or any other ability is only for offense and only for defense?

    If I want to kill someone or poison them in ACR without a smoke bomb it's simple. A good player is trying to maximize points for every situation they encounter. Sometimes it's a run kill. Sometimes it's OSB.

    The point of the game is to score the highest points. How can you argue this at all?
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  8. #28
    Senior Member SixKeys's Avatar
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    Quote Originally Posted by Lethalla View Post
    Most hated deaths (apart from gun): when you get no whispers until the pursuer starts a chase from about 10m away - so that by the time you drop a smoke it's too late.
    ^ This. The whispers in ACR are more unreliable than in ACB. Oftentimes I hear no whispers at all even when my hunter is just around the corner, other times it's there but very quiet regardless of how close my hunters are and sometimes the whispers don't begin until my pursuer is already sprinting towards me as you said.
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  9. #29
    Senior Member FilipinoNinja67's Avatar
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    Quote Originally Posted by TH3F4TC0BRA View Post
    Andrew, I don't post much but I read the forums daily. Can you show me where it says smoke bomb or any other ability is only for offense and only for defense?

    If I want to kill someone or poison them in ACR without a smoke bomb it's simple. A good player is trying to maximize points for every situation they encounter. Sometimes it's a run kill. Sometimes it's OSB.

    The point of the game is to score the highest points. How can you argue this at all?
    a good player does score the highest points but a better player can do so without using tactics like stun locking and OSB. Problem is, there aren't many better players and without those they would be nothing.

    i just said what it was created for. It is a defensive ability just like mute and charge are which is why people get mad when they get offensive charged, offensive muted, but not OSB'd for some reason. I am fine with OSB, OM, and OC but if you rely on using them to get a good kill then you have no skill at approaching.

    OSB killing is like the Fast Act to a poison. It shouldn't be rewarded more points than slow acting. You should not be rewarded anything above reckless and no hidden bonus while in your own smoke because when you throw down a smokebomb you are obviously being obvious. It is the dev's fault for not fixing it but it is the community's fault for exploiting it.

    Because smokebomb has all of those uses and no drawback. It is an overpowered ability and needs to be nerfed.
    Last edited by Andrew116; 05-02-2012 at 05:47 PM.

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  10. #30
    Senior Member ted95on's Avatar
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    No where does it say that Smoke Bomb is a defensive ability. o.o

    Anyway ACB is perfectly fine the way it is. (:

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