The Critter's Guide to EvP
Hehe, that's good stuff.
What's the rule on abusing player status effects to receive powers you normally don't have, such as superjumping or superspeed when stunned?
Arcanaville wrote:
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11. You want me, come and get me.
One thing Players are especially bad at is searching the hollow spaces in walls, floors, and ceilings. If you hide there, its entirely possible they might never find you. And if you spot them first, just stick your gun out and start shooting: you'll be surprised at just how effective a defense one quarter inch of drywall can be.
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Caveat: Some players will play dirty and summon an entity called a "GM". Unfortunately, even the most well-hidden are no match for this GM. Hide well, and pray to whatever deity you hold dear that the players do not summon, or are to impatient to wait for, said GM.
--NT
They all laughed at me when I said I wanted to be a comedian.
But I showed them, and nobody's laughing at me now!
If I became a red name, I would be all "and what would you mere mortals like to entertain me with today, mu hu ha ha ha!" ~Arcanaville
I know that I've had it up to here with Patrol missions... half the time you run out of waypoints and have to stand there like an idiot while the players run amok somewhere else!
Critter Woes:
Just because it's the same level as you doesn't mean you have a chance of defeating it by yourself. Heck, even if we stick to the 3 Minions = 1 Hero rule, a lot of those guys can take out a whole group of yellow lieutenants by themselves at later levels!
It seems that there are a lot of misconceptions and general bad tactics being employed by critters against players in EvP combat. I think it would be useful to the critters who really are the heart and soul of the EvP game to review some hard fought for facts and lessons about general tactics, how the various powers work, in both EvE and EvP combat, and what sort of decisions PlayerIntelligence tend to make when fighting critters. I'm sure after reviewing this carefully, a lot of critters will be able to greatly improve their performance, even if you aren't interested in EvP combat and strictly EvE.
1. The enemy of my enemy is my friend.
Look, I know they ain't heavy, and they ain't your brother, but if you see another critter knocked past you by a player, attack. Don't stand around and wait your turn: 99% of the time, a player that attacks critters nearby will target you and attack you next. Attack now, while numbers are on your side.
2. Phasers locked on target, Captain.
Because players are limited in their capabilities, the devs have given all players the ability to "target" you with an attack reticle. Amazingly, this targetting reticle will follow you where ever you go, even if you are out of line of sight, provided you are within a certain radius. And incredibly, any attack the player executes will automatically aim the player in your direction and fire if you are targetted, even if you are not within the forward line of sight of the player. Needless to say, this means moving above, behind, to the side, or below a player that has you targetted, without breaking line of sight, is totally useless. The ability for a player to snipe you while facing in the complete opposite direction has been /bugged, but appears to be "working as intended." If you want to prevent a player from attacking you, you must break line of sight or completely escape their perception range.
3. Consume is not a valid alpha strike weapon.
Many critters seem to think that certain powers, like consume, are reasonable weapons to attack players with. Testing has shown that consume does unnoticable damage to players. I don't care how you slot it. For critters, Damage is King: always lead with your highest damage attacks. Except: see #4.
4. Holds are not a valid finishing attack.
Holds and other mez are among the most powerful attacks in your arsenal. Not all players have immunity from mez effects, and preventing the player from attacking you in return is your best chance for survival. Why bother holding a player at the end of the fight when you can hold him at the beginning and save yourself all that damage. At least until they add damage badges for critters.
5. Don't be a victim.
You have defenses. You have resistances. You have stealth. So why aren't you running them? The sound of your toggles might be annoying, but getting killed for the two hundred and fifty seven millionth time can't be fun either. Slot for END reduce, and keep them up all the time. You lock the door of your car, right?
6. Indecision kills.
There are probably sixty two different ways to jump down from the upper catwalks to the ground below to attack the player that is sniping you. Pick one. Right now. By the time you figure out the *best* way, you'll be dead.
7. The friend of my enemy is my enemy.
I know union rules prohibit more than fourteen of you from attacking the same target at the same time. I know he just called all of your collective mothers a bad name. So take out on his friend there: the one with the lower health and the constant green glow from his hands. You'll be glad you did.
8. Talk louder, they didn't hear you in Brazil.
am·bush: to attack suddenly and without warning
9. Yes, I'm sure heroes ship themselves to villain warehouses in crates all the time.
...but we're supposed to be guarding this thing over here. I don't know why you keep needing to go off by yourself to "check behind those crates," and frankly I don't want to know. Just do it on your own time. Maybe if we all stuck together and actually *defended* the thing, we could defeat the heroes and all go home.
10. Just aim low and squeeze.
Players are tricky, and stealth seems to be one of their favorite weapons. The player that kills you might be the player you never see. But here's a tip: if you see a bunch of words floating in midair, and especially if they seem to suggest hostile intent (i.e. "just say when"), aim two feet below them and open fire. Its not like you have to pay for ammo. In fact, when was the last time you remember reloading?
11. You want me, come and get me.
One thing Players are especially bad at is searching the hollow spaces in walls, floors, and ceilings. If you hide there, its entirely possible they might never find you. And if you spot them first, just stick your gun out and start shooting: you'll be surprised at just how effective a defense one quarter inch of drywall can be.
Of course, there's no way to completely encapsulate all of EvP combat in just a few rules, but just remembering these tips should go a long way to improving your EvP experience, and you might actually bag a player or two in the process. Its been known to happen. Good luck.
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