Friday, November 26, 2010

Choosing Your Abilities

Armor Abilites-

Disguise
Instantly change your appearance, allowing you to surprise your enemies. Effective mainly while being hunted, but can be used effectively on offense as well. If you are being chased and playing the Engineer, an effective strategy would be to run around the corner and find another Engineer NPC. Stand next to the NPC and disguise yourself. It will appear as though the NPC is you.

Smoke Bomb
Chokes nearby enemies, enabling quick escape. Also mainly effective while being hunted. This and a stun will allow for more efficient escapes.

Sprint Boost
Enables sprinting for a limited time, good for defense or offense. Ineffective when used with the hidden gun, as that can make up lost distance. I personally prefer it coupled with disguise, as the ability the sprint away from a chaser then disguise and blend with the crowd can be a game changer.

Hidden Gun
Kill enemies from a distance, takes time to aim. Entirely offensive, will go from 10% accuracy to 100% accuracy over the course of roughly 3 seconds.

Morph
Transform all nearby NPCs into your duplicate to confuse your pursuer. Extremely effective in team gametypes, and is recommended that one avoids coupling this with disguise.

Poison
Perform an invisible kill on your target from extreme short range, the poison takes time to work. A small point bonus is awarded when an enemy is killed with poison.

Throwing Knife

Long-range weapon with unlimited ammo. Effective at slowing the target down after a successful hit. After the user uses this ability, they must still catch the target and assassinate them. They can also be used on pursuers and thrown to slow them down and allow you to escape. It locks onto targets faster than the hidden gun ability, but does not reveal targets hit by it as NPCs or players, as both will react in a similar manner. Offensive and defense both can benefit from this.

Firecrackers

Reveals your hunter or target if he/she is in the general area. Civilians will cower and kneel, covering their heads in fear., while players will not. However, this ability also brings attention to yourself as a target, but will temporarily blind all targets in the area similar to a flash bang. The disadvantage with this ability is that it neither slows down nor stuns players caught in it enabling them to still be able to run away or assassinate you. It is merely a very good counter to morph, and it's purposes are mainly offensive.

Templar Vision

Similar to Eagle Vision. Any targets in the area will be highlighted blue, pursuers will be highlighted red, and hide spots will glow white. This is most useful when your target is in a morphed group, wherein you can easily tell the difference between the NPCs and the player-controlled persona. Effective on offense and defense, and extremely helpful in wanted.

Charge

Extremely similar to Sprint Boost. However, this is used to charge straight forward, knocking the crowd away automatically. It can be used to quickly assassinate targets or stun any pursuers you hit. An advantage of Charge is that if used to charge into a group of characters, morphed or otherwise, it will enable the user to ignore smoke bombs and achieve an auto-kill or stun if contact is made with an enemy player. But be wary, the most common counters are throwing knives and simply side stepping the charging player. Purely offensive is preferred.

Decoy

Turns one NPC into a copy of your character, and sends them off running. This is most useful when there are pursuers closing in on your group. The NPC you use Decoy on will "transform" into your character type, similar to how one would look if Disguise wore off and then take off running. It's advised to use it on an NPC who already looks like you so they wont transform at all and will take off running, distracting pursuers and allowing the you to escape. The uses of this are mainly defensive in nature.

Mute

"Silences" all characters around you, stopping them from killing, stunning or using their abilities on you. This is best used if you think a pursuer is in disguise near you and is about to attack. It has a larger radius of effect than that of the smoke bomb ability but does not stun anyone, enabling players to run away. Mute however does not reveal players in disguise and any players entering the area after the ability is used can still use their abilities. The duration is only 1 second though, so do not rely to heavily on it. Once again, a defensive ability.

Basic Gametype Knowledge

Gametypes-

Wanted
A free for all gametype with a maximum of 8 players. The agent is given a picture of his target and the number of agents attempting to kill him. Keep a low profile in order to obtain less agents with you as a contract. Abilities are personal preference.

Alliance
A team gametype where 6 players are separated into 3 teams of 2. Protect each other and work together for point maximization. Abilities are dependent on the play-style of your partner. If he someone who rather rush, then choose offensive abilites. If he is a reserve, thoughtful player, choose a mix of defensive and offensive abilities.

Manhunt
Eight players are split up into two teams of 4. Two rounds with 5 minutes each. Their is a hunted team, and a hunting team. The hunting's goal is to get as many kills within a round, while the hunted attempt to blend into the crowd and stun opposition for points. Choose offensive abilities for hunting, and defensive for being hunted.

Advanced Wanted
Almost identical to the original wanted, this is once again an 8 player FFA game. The lock mechanic is much harder to master, and engagement must take a stealthier role due to the nerf in assassination range. Once again abilites are personal preference, but due to the stealthier play-style morph or disguise would be a great addition to your class.