Bounty Hunter THE COMMANDO Instrukcja Użytkownika Strona 121

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The Unofficial Star Wars the Old Republic Strategy Guide
to defend it. Repeat with the final node and
that leaves 5 players to roam the nodes
helping the defenders. A team with solid
communication skills can easily defeat an
opposing team in this fashion.
That being said, it seems that most
combat will turn into 3vs3 or 4vs4, making
for some nice intense action, giving all
players and classes a fair shot at play.
Huttball
A sort of reverse capture the flag(CTF)
PvP event, the goal here is to take the ball
and bring it into the opponent's scoring
zone. There is only one ball, so both teams
are actively chasing the same item. Players
with the ball are highlighted in the game,
making it easy to spot. All players will have
an additional ability, Pass Ball, which will let
them target a player on their team and
pass them the ball. This zone is
constructed over multiple levels and paths,
with traps all around. The Fire Towers will
kill you in a shot or 2, the Acid Pit will take
4-5 seconds and the Air Vents will knock
you in a random direction. If you have
great timing, it is possible to lure enemy
players into the traps but your best bet is to
use a knockback instead.
As with all CTF games, this is a mobility
plus zone, where instant abilities are the
key to winning and activation times and
channelled abilities will get you killed. It's
not a bad idea to use a different ability bar
for this zone altogether. The real key to
victory though, is knowing how to manage
movement. Some classes will get speed
boosts, others will get leaps or perhaps the
ability to pull a player towards them.
Another option is the disabling of players,
either by slowing their movement or
stunning them. The absolute best ability
however is knockdown. This will nearly
always knock someone off a level and into
a trap and can devastate an opponent. A
Sith Inquisitor can use Force Slow on the
enemy, then Force Speed to catch up and
finally Overload to knock them down.
As a defensive player, your goal is first
to stop the ball carrier, then to kill them.
Any stun you might have or slowing ability
should be used first. Knock them down if
you're close enough. If you have to
damage them, use DoTs to start as they
work even if the enemy gets out of range.
Otherwise, chain your instant abilities, with
no real regard for Energy conservation.
If you're the offensive team your job is to
score, plain and simple. The best ball
carriers are players with speed boosting
abilities and good defences. Their sole job
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