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Thread: Let's Talk Assassin's Creed III Multiplayer | Forums

  1. #11
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    Quote Originally Posted by Nytstalker7 View Post
    please, please, please, tell me smoke bombs effect the person throwing them and his team mates as well, this would stop people smoke farming and force people to use them for slowing down the hunters and escape or capturing running targets only, no more stun, smoke bomb , stun , mute , stun.

    i really hate smoke bomb farms.

    (p.s. still need to figure out why mute stops you from attacking and stunning even though the ability description says it stops the affected from using abilities.)

    EDIT: yeah i just watched the video where it talks about the smoke bombs and of course it does not affect the person using it for reasons beyond my comprehension , perhaps he just holds his breath for a really long time.
    Why would you want smoke to effect the person trowing it as well? That would render SB almost completely useless. Example: you're in a blend group, your pursuer starts a chase after he used TV. You don't have time to start running so you trow a SB. But you are also effected by the SB and cannot run away. Smoke effect ends: you get killed.
    3-4 seconds isn't really a really long time to hold your breath.

    Originally Posted by Andrew116 Mute blocks all of the victim's abilities. Not just the abilities in their ability set but also their ability to stun or kill.
    Originally Posted by Nytstalker7 why though? why over power a skill so immensely , how about a skill that destroys any morphs or decoys/bodyguards ,reveals disguises , stops charges , deflects throwing knives and so on.
    Why do you think mute is OP? It has a long cooldown, small time of effect, it is hard to counter runners and very dependent on lag. I ask you to give me one situation that occurs reguraly in which you could use mute if it would allow your target to kill/stun. I could only think of one, but that doesn't happen that frequently, and it would be to stop a pursuer from shooting you when he's trying to shoot you from a close distance.
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  2. #12
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    Quote Originally Posted by beewood View Post
    Why do you think mute is OP? It has a long cooldown, small time of effect, it is hard to counter runners and very dependent on lag. I ask you to give me one situation that occurs reguraly in which you could use mute if it would allow your target to kill/stun. I could only think of one, but that doesn't happen that frequently, and it would be to stop a pursuer from shooting you when he's trying to shoot you from a close distance.
    You also forgot to mention that, unlike Smoke, which does everything Mute does, and has a longer effect duration, but also stops enemies from moving and can help you pick out your target from the crowd, and in ACR it also takes effect faster and can be thrown, Mute actually has a cooldown long enough to make players think about when they should use it. An ability that would be OP if you could spam it isn't OP unless you can use it every few seconds like you can with Smoke. Although the cooldown-altering streaks are OP because they unbalance the long-cooldown abilities. Reset Cooldowns was OP in ACB team games, because after your 3rd death, you spawned with both abilities every single time, and Boost Cooldowns lets your abilities recharge WAY too fast to be fair.

    Mute is actually UNDERPOWERED more than it's overpowered, particularly in ACR. Mute has 2 advantages over Smoke in ACB. Firstly, vertical effectiveness (which was negated by making Smoke a supoerpower in ACR), and secondly, range (which was more than negated by the ability to throw Smoke in ACR). When compared with the advantages Smoke has in ACB and ACR, those two are nothing. Stops targets and pursuers, allows you to identify targets or pursuers while they're trapped (technically ACR Mute can point your target out to you, but by the time you have any way to take advantage of that, they'll either be running or have their abilities back), lasts about 3 times as long, isn't negated by a perk in ACR, can be used to get Focus, and has practically no cooldown time in comparison. If anything, the two abilities should have had their cooldowns SWAPPED (that's a suggestion that was being made ever since the ACB beta, by the way).

    Tweak cooldown times (as they obviously have done with Smoke Bomb) and remove or rebalance the cooldown streaks, and have less horribly exploitable and obvious unbalanced abilities and profile sets in the game. Obviously, there will always be something that can be used in a "cheap" way, but the less cheap it is, the better for diversity and competition.
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  3. #13
    Although Im really liking the longer cooldowns for most things, I'm still a bit hesitant in this multiplayer. Brotherhood had such amazing multiplayer only to have Revelations be a huge letdown for me. Does anyone know what the stealth meter is? Is it like Brotherhood or Revelations? Hopefully Ubisoft doesnt try to make the multiplayer it too fancy...
    [IMG]http://i293.photobucket.com/albums/mm51/xoxpinkpearlsxox/Un***led-1knightsig.png[/IMG]
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  4. #14
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    Quote Originally Posted by XxSewerRat28xX View Post
    Does anyone know what the stealth meter is? Is it like Brotherhood or Revelations?
    This has already been answered, but it's a slightly faster-filling and slower-draining ACR approach meter, but there's also an "Ambush" bonus of +100 if you kill a target immediately after coming into line of sight, so flanking will effectively give you a Silent kill, but instead of counting towards a Silent streak, it adds a step towards your next Variety bonus.
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  5. #15
    Whats the CD on knifes?
    Is it exactly like it is now?
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  6. #16
    Check out the second episode : Characters and Gameplay features ! Enjoy!

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  7. #17
    @CasualCreed I never saw them being used so I can't tell about the cooldown,but I'm assuming it's the same as it was in Revelations.
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  8. #18
    Junior Member I-14-Inch-LEGEND's Avatar
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    @TyBy10 ,
    When will the next episode be up?
    Can't wait!

    "Alhambra, The people are kind... and the architecture is to die for."
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  9. #19
    Quote Originally Posted by I-14-Inch View Post
    @TyBy10 ,
    When will the next episode be up?
    Can't wait!
    Dunno buddy,probably this week or the next. When I'll have the free time to make,I'll make it!
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  10. #20
    Quote Originally Posted by obliviondoll View Post
    This has already been answered, but it's a slightly faster-filling and slower-draining ACR approach meter, but there's also an "Ambush" bonus of +100 if you kill a target immediately after coming into line of sight, so flanking will effectively give you a Silent kill, but instead of counting towards a Silent streak, it adds a step towards your next Variety bonus.
    I think it is more sensitive both ways. I think low kill scores will be a lot less common because by the time you've been in sight of the target for about 1-2 seconds you will be at silent anyway. The only people scoring low will be people who run around.

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