Random Helpful Stats

Post » Sun Jun 27, 2010 5:34 pm

Without any abilities supply pips recharge at 30 seconds per pip so its important to use them wisely.
Light body type has 120 hp Medium has 140 hp and Heavy has 180 hp
Archetypes and tattoos are permanent but thats all.
You can choose to sell all of your stats at the cost of a level so feel free to try out every ability since you can always reset them better to your liking.
Engineers and Soldiers both start out with "extra equipment" which are the molotov and the mine. Also note that engineers don't get to use turrets till rank 2 which is a little bit of a bummer.
Scavenge Perk is only a rank 2 perk and it allows you to refill your supply meter as a soldier which would be very helpful.
Soldiers can equip kevlar vests that absorb 10% of a weapons damage
Operatives have a homing beacon ability where if they iron sight at you for a period of time you will be marked this means you get highlighted red and the enemy team can see you through walls for 6 seconds this can be used while in disguise so watch out for the sneaky operative uav.
Combat intuition is basically spidey senses where if someone is aiming at you you know it what you do with that information is debatable.
Lazarus grenade brings back teammates in the area of effect with 1 hp so i don't know how helpful it would be to bring back a whole team that dies in 1 hit.


Really random stats but i thought they were pretty cool and im very bored and want to play this game badly and the only thing that seems to quench the thirst of actually playing it is talking about it.
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Nina Mccormick
 
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Joined: Mon Sep 18, 2006 5:38 pm

Post » Sun Jun 27, 2010 9:36 am

kevlar vest ... absorbs 90% of weapon damage

Are you sure it absorbs 90%? It would make more sense if it reduced it to 90%. This just seems absurd.
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ezra
 
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Post » Sun Jun 27, 2010 6:20 pm

Combat intuition= a must for any light

that way when someone stares at you you turn all acrobat on them and get the hell outta there
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Sabrina garzotto
 
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Post » Sun Jun 27, 2010 3:49 pm

Without any abilities supply pips recharge at 30 seconds per pip so its important to use them wisely.
Light body type has 120 hp Medium has 140 hp and Heavy has 180 hp
Archetypes and tattoos are permanent but thats all.
You can choose to sell all of your stats at the cost of a level so feel free to try out every ability since you can always reset them better to your liking.
Engineers and Soldiers both start out with "extra equipment" which are the molotov and the mine. Also note that engineers don't get to use turrets till rank 2 which is a little bit of a bummer.
Scavenge Perk is only a rank 2 perk and it allows you to refill your supply meter as a soldier which would be very helpful.
An annoying thing to look out for that will make team work needed is a soldier can equip a kevlar vest which according to the guide absorbs 90% of weapon damage o.o and creates sparks when shot at but if another soldier has armor piercing round equipped it ignores the perk completely.
Operatives have a homing beacon ability where if they iron sight at you for a period of time you will be marked this means you get highlighted red and the enemy team can see you through walls for 6 seconds this can be used while in disguise so watch out for the sneaky operative uav.
Combat intuition is basically spidey senses where if someone is aiming at you you know it what you do with that information is debatable.
Lazarus grenade brings back teammates in the area of effect with 1 hp so i don't know how helpful it would be to bring back a whole team that dies in 1 hit.


Really random stats but i thought they were pretty cool and im very bored and want to play this game badly and the only thing that seems to quench the thirst of actually playing it is talking about it.


Good job on researching. :intergalactic:
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Melis Hristina
 
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Joined: Sat Jun 17, 2006 10:36 pm

Post » Sun Jun 27, 2010 4:18 pm

Are you sure it absorbs 90%? It would make more sense if it reduced it to 90%. This just seems absurd.


Lol thankfully you are right i read it wrong :)
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Ezekiel Macallister
 
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Joined: Fri Jun 22, 2007 12:08 pm

Post » Sun Jun 27, 2010 8:48 am

Thanks, interesting stuff!

EDIT: Ah, glad to hear about the Kevlar Vest. That's what I thought it was. ;)

Also, I saw in one of the leaked videos a player editing his face tattoos/scars on a existing character. Maybe he didn't have tattoos before, so he could add them, or something. It was streaming, so I can't go back and check what was what, but I thought I'd mention it. Also accents and scars are permanent too, aren't they?

Wow, I didn't know that about the Lazarus Grenade. That makes it even more useless than it was; it already sounded somewhat impractical since you need at least two downed people (otherwise you could just throw a syringe) near each other and, considering the medic needs to be there as well, that's three out of eight people on your team all in one spot. Considering it brings them back at one health means I'd rather just throw two syringes. Wow.
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Gemma Woods Illustration
 
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Post » Sun Jun 27, 2010 7:23 am

Combat intuition is basically spidey senses where if someone is aiming at you you know it what you do with that information is debatable.

WORDED LIKE A TRUE SCHOLAR!
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no_excuse
 
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Post » Sun Jun 27, 2010 5:48 pm

Thanks, interesting stuff!

EDIT: Ah, glad to hear about the Kevlar Vest. That's what I thought it was. ;)

Also, I saw in one of the leaked videos a player editing his face tattoos/scars on a existing character. Maybe he didn't have tattoos before, so he could add them, or something. It was streaming, so I can't go back and check what was what, but I thought I'd mention it. Also accents and scars are permanent too, aren't they?

Wow, I didn't know that about the Lazarus Grenade. That makes it even more useless than it was; it already sounded somewhat impractical since you need at least two downed people (otherwise you could just throw a syringe) near each other and, considering the medic needs to be there as well, that's three out of eight people on your team all in one spot. Considering it brings them back at one health means I'd rather just throw two syringes. Wow.


Well as far as the tattoos go my take is that once you put them on you cant take them off but you can hide them with clothing with the grenade i hope the guide is wrong because using it would be very clutch in moments also if you get good with aiming you would be able to heal teammates in questionable areas rather than running in yourself to score a revive.
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Solina971
 
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Post » Sun Jun 27, 2010 8:45 pm

Without any abilities supply pips recharge at 30 seconds per pip so its important to use them wisely.
Light body type has 120 hp Medium has 140 hp and Heavy has 180 hp
Archetypes and tattoos are permanent so are scars, and skin color, and voice
You can choose to sell all of your stats at the cost of a level so feel free to try out every ability since you can always reset them better to your liking.
Engineers and Soldiers both can gain extra equipment by buying abilities which are the molotov and the mine. Also note that engineers don't get to use turrets till rank 2 which is a little bit of a bummer.
Scavenge Perk is only a rank 2 perk and it allows you to refill your supply meter as a soldier which would be very helpful.
Soldiers can equip kevlar vests that absorb 10% of a weapons damage
Operatives have a homing beacon ability where if they iron sight at you for a period of time you will be marked this means you get highlighted red and the enemy team can see you through walls for 5 not 6 seconds this can be used while in disguise so watch out for the sneaky operative uav.
Combat intuition is basically spidey senses where if someone is aiming at you you know it what you do with that information is debatable.
Lazarus grenade brings back teammates in the area of effect with 1 hp so i don't know how helpful it would be to bring back a whole team that dies in 1 hit.


Really random stats but i thought they were pretty cool and im very bored and want to play this game badly and the only thing that seems to quench the thirst of actually playing it is talking about it.

What I fixed is in orange.
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Sharra Llenos
 
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Joined: Wed Jan 17, 2007 1:09 pm

Post » Sun Jun 27, 2010 9:58 pm

Good info. But I'm disappointed in the lazarus grenade I was hoping it would be better and not giving everyone 1 hp...
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hannah sillery
 
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Post » Sun Jun 27, 2010 6:51 pm

What I fixed is in orange.


Guide says 6 seconds but i meant when playing as the soldier or the engineer you automatically have the mine and molotov
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REVLUTIN
 
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Joined: Tue Dec 26, 2006 8:44 pm

Post » Sun Jun 27, 2010 5:09 pm

Good info. But I'm disappointed in the lazarus grenade I was hoping it would be better and not giving everyone 1 hp...

Well the Lazarus Grenade would probably only be effective at chokepoints... and anybody who's seen any of the leaked footage will know that the chokepoints are enough of a cluster[censored] as it is, without every single player being instantly revived to full health. It would turn the tides of battle WAY too easily.
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Spencey!
 
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Post » Sun Jun 27, 2010 2:15 pm

Laz + 2 Medics healing everyone = win.
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N3T4
 
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Joined: Wed Aug 08, 2007 8:36 pm

Post » Sun Jun 27, 2010 3:51 pm

Laz + 2 Medics healing everyone = win.

I doubt it. :mellow: It's still going to be complete and utter chaos, with PLENTY of dying.
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Andres Lechuga
 
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Post » Sun Jun 27, 2010 7:23 pm

I doubt it. :mellow: It's still going to be complete and utter chaos, with PLENTY of dying.

I mean in the sense that a Medic revived, and one already alive would make the "only 1 health" problem less... problematic. Everyone gets up with no health, but it should be short work to buff them back up.
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JeSsy ArEllano
 
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