No more insta-headshots is correct. in firefight, when you snipe a brute does it take only 1 hit to kill?
but if you have shields there is no insta kill you have to take down the shields before you can do body damage. If you snipe the lower brutes you can head shot, keep the custom power-up head shots disabled. Also I was the one driving the banshee. It was virgil's idea and it was working fine until his controller died and we were sitting ducks with a chieftain behind us a chopper to the side and a carbine on the other. In the end we got owned.
So could tecnically be implemented with say other vehicles such as warthog right? But instead of a killball saty ur doing it on avalanche, a shield door spawns with a wearthog? Anyways, i think i've found a way to break an asset map with the use of a banshee. You have the VIPon the wing and fly him out from that.
Yes, that could probably work. This has been tried a few times, all of them being unsuccessful. If it is possible, it's really tricky and with all the fire from the enemy, it just might be impossible.
Hey. I finished Voi. Can you add it to the master list? Thread: http://www.forgehub.com/forum/casual-maps/92054-asset-voi.html
Rifte, I've became a fan of asset but one thing about it annoyed me so much. I really think you should reconsider the gravity given to the VIP or Asset. It's one of the only flaws I see in the game and can be changed with ease. A bad VIP can absolutely ruin the game if they spend their entire time jumping and abondoning their team. For example, on Last Bird Out I noticed that the VIP's sometimes like to jump on top of the pipes. Now while this keeps the VIP safe, it makes the entire defensive weak and unable to protect the VIP. Once the team's gone, the VIP is all alone against a wave of brutes with nothing to defend himslef with except a plasma pistol. Who do you think will win? My point is that the gravity makes the VIP hard to defend at times. It also encourages running away instead of holding your ground which makes the gameplay alot different. Anyway, I'm not demanding a change I'm just asking that you please consider.
Alright everyone, the guide has been edited and now follows an index format like the book of conquest, so everything has its own section. Hopefully this makes it easier for everyone to read. Enjoy!
This is the one thing that I don't like about Asset too, but I get why it's like that since it's the closest thing we have to having a floating Virgil VIP. Every time I'm VIP all I hear is "Stop ****ing jumping!", but thats part of the challenge I guess?
whoa, this looks like the book of conquest now! Everything's so easy to read! Good job on this, it's easier for asset map makers now.
This is very helpful but I'm still a little confused. Firstly if an ODST dies does he respawn? And secondly if if an ODST can only enter passenger seats how does he drive the escape vehicle?
One thing I don't like about the canvas is the Drop pod position. I guess i'll have to make a drop pod thing out where I want to but I keep screwing up.
So I started work on an Asset map today, with a little twist: what if after six minutes, a warthog spawned, and the VIP and two defenders drove across the map (and I'm talking ALL of Sandbox here) to the Hornet (also 6 min) spawn, then the defenders flew the Hornet BACK to the holdout area, where the destination point floats in the sky and whatnot. Seems like it'd add an extra challenge and also be pretty entertaining. Does this idea sound good to anyone? I've just barely gotten started on it, would any Asset experts be interested in helping me forge it?
nice job Indra, that list is starting to catch on. I take back what I said before about asset most likely not catching on, hopefully the escort list starts growing soon I've been dying for some new ones.
Seems a bit confusing and hectic tbh, maybe have hog spawn at 4, then hornet at 5 or 6? This is just to avoid the hornet getting destroyed before you even get there. Having a 1-2 minute delay should be enough time for you to get the hornet, clear the landing pad of possible enemy and make it back with the hornet. nice one mike.
That's not a bad idea actually. I'd have to try it both ways to see if the hornet getting destroyed is actually a problem. And I can see why it'd be confusing even though it's honestly a relatively simple idea; I could draw up a diagram or something if you'd like just to clear it up.
No, it's fine I understand the concept of this. You should have land markers or something to show that you're getting closer to the hornet pad.
I was planning on putting a blue light in the sky directly over the hornet spawn so you can decide which way you want to go and just do it.
Okay, so I'm making an Asset map on Avalanch and am into the beta testing. But, before I get my hopes up I would like to get a general opinion: My attackers have been changed from Brutes to Elites. I have normal elites who can use Beam Rifles, Fuelrods, Needlers, Carbines, ect. There are stalth elites with Carbines and Needlers, and Active Camo. And then the Chieften has been replaced by a Zealot who has a sword and Flare. Vehicles include ghosts, wraiths, and 'Shees. Does this seem like a good idea? Or should I scrap it and go with Brutes?