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Thread: Assassin's Creed: Revelations: smokebomb, teleport and poison problems | Forums

  1. #11
    Member Rossko23's Avatar
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    Quote Originally Posted by Lord Rosario View Post
    So what's the problem with poison? You didn't really get into that in your post.. Anyhow, to your other points, I don't like playing Artifact Assault for that exact reason. That particular game mode seems to bring out the worst in players. The art of stealth seems to be entirely lost in this mode in favor of standing and waiting for enemies to come to you or hacking the universe to be able to toss down an invulnerability bomb then disappear off to some other location. But.. this is the only game mode where teleport is even all that useful. Thanks to how long it takes to actually teleport, it hurts you more often than not in any other game mode or without a smoke bomb.
    Artifact Assault will never be stealthy unless they change a LOT of concepts involved. It's like Assassinate. The best way to play is "SuperPr0 Not letting go of RT, R2 or a keyboard button!"
    And I think with Deathmatch at least trying to encourage stealth, there will be game modes where you do not have to play stealthy. Not absolutely everything is about stealth; I wish it could be But it shall never be.


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  2. #12
    Senior Member Free_Hidings's Avatar
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    Quote Originally Posted by Stowdace View Post
    Smoke Bomb was a tiny problem in ACB, much worse in ACR with it being throwable. It's even worse now since they gave it the unnecessary vertical buff making climbing walls to avoid smoke, one of the only real counters, much more difficult to pull off. The cooldown is being increased to 80 seconds (not sure what the reduced version will be, 60 seconds?) in AC3, making Smoke Bomb much less frequent as it is now and hopefully more rewarding for defensive use than offensive, which we see in every game.

    My only problem with Poison, since ACB, is that I regard it as the "easy-point-button", especially combined with Smoke Bomb. I was relieved that we could stun after being poisoned, because obvious pursuers should be punished for being obvious. Bit disappointed after they patched the game so we couldn't do that anymore. I hear that we can stun our killer when hit by Poison Dart in AC3, so hopefully we can do the same for normal Poison. I know poisoners complain about the stun prompt, but because it's being combined with the kill command, I believe it's only fair that we can stun you if caught as a reward for observant play.

    Teleport is a dumb ability that seemed introduced at the last minute before release. To be honest, I thought it was a joke before official footage of its use. The only counter to Tele-Smoke is ariel kills (some maps don't allow this) and Throwing Knives. Or you could try camping near the enemy border.
    Mute has also proven effective, though I'm not exactly sure how it works. I think if you mute after they have activated the ability and before the ability to lock them disappears, it cancels the teleport. I believe smokebomb also works.

    I would've much preferred sprint boost to teleport. In ACB, sprint boost was all but useless... In trying to find a use for it I had one ability set for getting first blood kills which used sprint boost and knives, but aside from that there really is no use for it. In Artifact Assault it would've actually had a very good use, though it might've needed a slight buff.

    This being said, I have my fun with teleport, and I know how to counter / combat it so I don't despise it.
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