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Found 13 results

  1. Hey guys! My name is Chris and I am doing a Top 5 Halo moments video series on my YouTube Channel! So far we have 2 episodes done (Kills & WTF) This week it is ASSASSINATIONS . The winner of each week has gotten there own KontrolFreek Product of there choice so far and will be the same for future episodes.HOW TO SUBMIT: Clip MUST be HD Must have DIRECT LINK to Clip. No Phone recordings. Email the LINK to: JesterTopPlays@Gmail.com Clip MUST be longer then 15 Seconds. As I said the number one on each episode wins there very own KontrolFreek Product of there choice. If you dont know what KontrolFreek is you can find them here: https://www.kontrolfreek.com/?a_aid=SpartanThanks for taking the time to read and I hope to see your videos fill up my inbox!Chris
  2. So the new update featured some new skins and armors and all that jazz, so I just wanted to put out there the idea of adding new assassinations. I don't know about everyone else but I love the idea of being able to pick your own custom assassination. Mainly, I just want to create a topic to suggest some new ones. For example: I would personally love to see an RKO assassination in the game. It'd be hilarious and awesome.
  3. Well, well. Tis I, your local neighborhood Sparky, here with a relevant topic... Weird, right? But anyway, one of the most outstanding gameplay mechanics that has been introduced to Halo matchmaking is the assassination, a whole step up from the basic back-smack, this one is much more... Satisfactory. It is a highlight for screenshots, lovely for showing off, and the fact that there is little that is more enjoyable than watching your opponent squirm while you execute them. We see them rarely... sometimes way too often, but few pay attention to the specific movements and methods to obtain certain assassinations, so it is my duty as a fellow Assassination Lunatic to offer some tips and tricks that you can take home and tinker with. :3 So here we go... Basic Assassinations: Kickoff: First up, we have one of the most common assassinations, firstly as it is very easy to do. All you need to do is melee the enemy at directly the south of their body, without your shoulders being parallel to their back. It involves sweep of the leg to disorient, followed by a swift burial of the dagger into the back of the neck, leaving only the kick disposal of the corpse. Usually gained by straight chase. Vertebreaker: Firstly, this one makes no sense, as there is not enough grip for spinal shatter. But it envolves pinning the arm of the spartan while forcing their body over your knee with your other arm, pushing down until their "Vertebrae breaks", Gained by approach from the left side between 30 to 60 degrees. Laryngectomy: One of my personal favorites, this assassination is actually very rare. A spartan victim is tilted to the right, helpless as the executioner penetrates the throat, dispatching and then revolving the carcass over to the left. Obtained by striking to the extreme right of the opponents back, right between Layout and basic melee. +Credit to the MawrTRON for the name, it fits sooo well. Layout: another often seen assassination, where the opposing spartan is gripped by the back armor, and layed out flat, leaving them open to the impending blade that will impale itself in the collar of the frontal neck area... lots of movement in this one. Easily achieved by attacking from the right, after the 45 degree mark. Lynch: A very blatant throat slitting, so I'm not going to give it an ingenious cover, but it is an assassination that is performable mostly while on an incline... but it can be at times received when the enemy is crouched and at a very small sliver at the left side as well. Spinal Tap: This one makes my skin crawl when I think about it, as it is the covering of an opponents visor with your left hand, forcing them to busy their hands trying to remove you... this allowing your right hand to unsheathe and then sink your knife into the connection of skull and spine... ugh. Mostly found on the left, after the point of the Kickoff. Throwdown: Seen with Elites in Halo: Reach, the tackle is not a very new concept, finally resurfacing in Halo 4. Just the same, involves the attacking spartan lunging at the adversary, pinning them to the floor. While the opponent tries to wriggle free, the killer propels the blade into the forehead of the victim, abandoning the body at completion. Occurs when you strike while both of your shoulders are parallel, and on occasion when you ninja and hit the exact same location... Not to mention it is very versatile and shows up in other technicalities. Hugz: Adorable... lol. This is the dropdown assassination that we see in Halo 4, similar to the Reach version in the sense where both involve the snapping of necks. But it shows the spartan latching onto the back of the victim and dropping them to their knees, until the neck-breaker dispatch is accomplished. Rare by itself unless from a map with high elevations, jetpacking, or of course my method of 180 or backdrop... Also designated as Ninjaing. Grounded: Also known as a failure to launch, this is the midair assassination... which also makes little sense in its execution. While intercepting the jumping or jetpacking, your character will grip the shoulder of the unlucky spartan, preparing them for the blade swipe of the other arm... dunno how that works, doesn't make sense how it's so easy to withdraw it. Obtained by meleeing at an opponent that is off the ground, but only counts as an Airsassination if both of you are in the air before the strike. Special/Gametype: Organ Rupture: The sword is always a fun looking assassination, now resembling the Elite on Spartan version in Reach. The enemy player will be once more stopped by the shoulder before being hoisted into the air by being impaled by the Energy Sword, kinda like an armored Kebab. Happens every time, even in a dropdown, but can be interrupted by a Lynch on occasion. Disintegrator: The dropdown ball-assassination, and a very fabulous one at that. Rare, but doable if the player is unsuspecting or by method of ninjaing (Preferable). Your spartan will land, forcing the enemy to their hands and knees, leaving them to attempt crawling away, only to have their hopes... and skull... crushed by the oddball which you slam down onto the back of their head... they will disappear into Forerunner Petals. Happens every time. Uppercut: The basic ball-assassination, with no jumping required, but a very cool looking one nonetheless. The carrier of the oddball will turn the opponent around so both are face to face, steadying them with the arm that spun the enemy around initially, then absodidly hemorrhaging them with the skull... letting the Petally remains rain down like confetti. Can be interrupted by Spinal Tap, and possesses no airsassination. Capture This: The most anticipating and difficult to achieve features, even rarer than the Laryngectomy, as it's hard sneak up with the flag marker over your head. In it, you will knock the enemy off their feet by swiping the flag across their face and then "You Shall Not Passing" it right into the center of the helmet. Works every time, BUT can be interrupted by a Layout, which replaces the dagger with the flag, which also happens in a Grounded. A Hug can occur, leaving the flag on the back of your spartan. And yes, this is a loose little tutorial for you guys and gals, hopefully helpful for identification and the way you can plan out your sneakyness. Obviously, no access to Covenant and Forerunner enemies is withheld by the constriction of theater mode, so I can't study them very well. BUT I may add some flood assassinations later, though they are also difficult to access... shotgun helps none. Oh well... We will see. Until then, Thanks for reading! PS: FEEL SHAME
  4. I have brought up this point in my other thread, Ideal Halo 5 Design, http://www.343industries.org/forum/topic/34384-ideal-halo-5-design/ I want to make a thread to discuss this point by itself though, as my other thread is extremely all inclusive, and might not be the best place one single element. Please excuse my redundancy for the sake of good, flowing discussion. I want to know the community's opinion about this revision. The main point of the revision is to add a tactical reason to assassinate the player (animation). I view it as a tactical mistake to assassinate a player in Halo Reach and Halo 4, as it takes time, and leaves you stationary. Also you can be yoinked, which is no fun. A nice aesthetic, and satisfying, but a mistake nonetheless. Here is how I would handle assassinations. First, a player will not be able to trigger assassinations by simply holding onto melee for a moment when behind a player. Rather, each player will have a knife (players can unlock different knives, and skins for said knives), which he or she must switch to by pressing DOWN on the d pad. Assassinating will be performed in the same way as in the past, but now, players must switch to their knife first, adding challenge to the feat. Players don't receive a higher base movement speed by pulling out their knives (what do you guys think of this?). Players cannot throw their knives. All knives have the same performance. Second, a successful assassination will cause the victim to endure a double respawn timer for that respawn. In this way, there is a reason, a reward, for going through the extra effort and risk of sacrificing your ability to do damage at range, to switching to your knife to perform the assassination, as you and your team will enjoy a short period of time where you have a numerical advantage over the enemy. Third, because of this function, melee must be nerfed to give the assassination function room. Instead of melee killing in two hits to the front, or one hit to the back, melee will kill in 3 hits to the front, or 2 hits to the back. This way, there is still an advantage to hitting a spartan in the back, and you can't simply one hit kill a spartan without going through the special effort of performing an assassination, like I have outlined above. A melee to the back, and then a melee to the front will result in a kill. A melee to the front, and then a melee to the back will kill (just to clear that up). How would you guys feel about a function like this in Halo 5?
  5. So I was looking over this weeks Community Poll by BeckoningZebra1 and the Halo 4 assasinations list by -Sparky-, and I thought to myself "Imagine assassinations in 1st Person.". Say you're heading towards the objective or tracking down an enemy then all of a sudden your screen get pull back and you see the helmet of an enemy player then a knife comes plunging into your screen and your visor cracks. Sounds good? Imagine you are the assassin and you are stealthily crouched awaiting your prey, an enemy walks past and you pull out your knife, watch your hand reach out and grab the enemy by the collar and pull them back whilst at the same time watching your knife enter their through. Would you like to see assassinations in 1st person instead of 3rd person in Halo 5: Guardians? Share your thoughts.
  6. Halo Xbox One thoughts on gameplay mechanics NOTE : The following is mainly personnel opinion and may not accord to your liking. Any feedback of personnel judgement would be appreciated, Thank you. I feel that Halo 4 had an amazing campaign and direction of story but I'm sure we can all agree that the multiplayer of the game feels unfinished. That is why I am going to share my thoughts on what I think could make the next Halo installment one of the most memorable in the series. One of my thoughts is that cooperative play should feel more interactive such as the ability to share ammo and even interactive gameplay mechanics to help players get to a certain unreachable point. For example, in Halo 3: ODST there were supply caches scattered across the map. Say your playing the campaign solo and you pass by a point of interest that could aid you but is unaccessible and only notified to you in co-op through your HUD. So if you were to go back and play the same sequence (this time in co-op) then your HUD would notify you maybe on your radar that there is supplies nearby. You or partner could give the other a boost and be pulled up to achieve supplies. The next thing I wanted to talk about was the melee combat. I have been saying that it would be cool if you could equip your knife or bare hands since Halo Reach was released and featured assassinations. If a player were to run out of ammo with his/her firearm they could then switch to their blade or fists by choice. This wouldn't just be for the overall look. If you had a rocket launcher, it'd have more damage behind it's swing than your fists or knife would. But if you were to smack someone with it, it'd have a slower swing than your knife or fists would have. It would also add a possible variety with each weapon to have their own initial assassination, similar to Gears of War's executions. I would also like to see the same with armor. If I am wearing the scout helmet or boots then perhaps I should have increased vision or movement. If I had the EOD armor set then I should have an increased resistance to explosives. I'd also appreciate a quick timed counter attack during assassinations. Now I know you're probably thinking of Battlefield 4's counter knife attacks and that IS where I drew my inspiration from but trust me, this is different. Say a button prompt pops up on your screen as you about to be assassinated. If pressed at the correct time it would prevent a player from killing you and a second prompt would become available but whoever presses it first finishes off the other. For example say a player controlled spartan (or possibly even elite if they return) is about to stab you in neck from behind. You press the button prompted at the correct time and your character grabs the others' arm and flips 'em over your shoulder but the person you just flipped trips you and you fall as well. Your enemy climbs on top of you and raises the blade, the second prompt pops up and the following occurs: 1. The enemy pressed the prompt first and shoves the blade in your chest 2. You pressed the prompt first and your character twists the blade around and forces your enemy to shove it through their throat or visor A counter prompt type of mechanic could even work for vehicle hijacks. One example could be you're driving the warthog and an enemy hops in the passenger seat like how they usually do so they can pummel you out. In this situation you'd hold down the melee button for the amount of time it takes to perform an assassination and you character kicks the guy out of the passenger seat and they fall out only to have the rear tire roll over their face causing instant death. If the other person performs this on you then you would meet the same fate only on the driver side and they get to commandeer the vehicle after you have fallen. One of the last things I'd like to share is the many possibilities of forge mechanics such as unlimited objects, movable objects, weather enhancements, and backdrops. Bungie and 343i added a budget system to keep us from lagging our maps and prevent render problems onscreen. I would greatly appreciate it if they would remove this system and replace it with something much like Far Cry 3's level editor where it'd tell you if the game's "performance" was high or low. It would also make maps more immersive and possible if objects could be set to a movable state through their trait settings such as setting it a coarse to move in rapidly, back and forth or have it move to a position and stay there. These events could be triggered by a player entering a boundary, trait zone or through a time set for this action to occur. This would be insanely helpful to create things such as doors, elevators, traps and even custom vehicles. Forge would also be a whole lot more immersive with a weather enhancement system. Again this is much like Far Cry 3's level editor but it could also add more atmosphere to custom maps and shouldn't effect the map's rendering at all if it's just a visual effect and doesn't alter the map's environment physically. Weapons and vehicles are the last subject I would like to discuss because it is completely my personnel opinion and if you don't feel the same then that's fine. That's the reason I wanted to share this last. I would like to see the flamethrower, SMG, plasma rifle, plasma repeater, sentinel beam, and all brute equipment (such as the brute shot, mauler, spiker, spike grenade, flame grenade, chopper and prowler) return. Night vision would also have a pretty sweet comeback as either an armor ability or armor installment (like sprint) if there were more levels where you actually needed it. Speaking of which, stealth missions were great and some of the stealth missions were the most memorable moments in the previous Halo games. If a couple new stealth based levels were to be implemented in the new Halo then night vision and a knife would become pretty handy (if usable). Now the vehicles are the last thing that I am going to discuss... When I see a perfectly intact vehicle whether it be civilian or military, I WOULD LOVE TO DRIVE IT! Why haven't we been able to operate any vehicle we'd like in a Halo game before? I mean sure, we could take construction transport vehicles for a ride in Halo Reach but for instance in Halo 2's level, "Metropolis" there were over a hundred different vehicles abandoned on the bridge and around the streets of New Mombasa for like three or four kilometers. Why couldn't we take one for a spin? It's not like the keys aren't already sitting in the ignition of an abandoned car that's perfectly intact, right? Anyway, I hope you appreciate what I had to share and all of the above are completely possible and fairly easy to program and implement into the game. Any feedback would be appreciated. Soon I should have a couple of videos uploaded to a community channel on YouTube known as the Halo Xbox One gaming news and reviews. I am the owner and only member of this community and I would greatly appreciate any feedback you'd like provide. You may participate in this community I'm trying to build but only if you are actually willing to contribute. link to YouTube channel - http://www.youtube.com/channel/UCowUL_bTJdePwUkwp9V5D4w/feed link to google+ page - https://plus.google.com/u/0/b/100922647061327760973/100922647061327760973/posts Thank you and as always... We'll keep you posted, ----------------------------- the Halo Xbox One gaming news and reviews team
  7. Paranormal Pests By Rabid MidgetMan Here is the map, gametype, and a link to my fileshare thrown in for free! Player count: 5-14, the more the better Boo. My god, you're very pale, you look like you've seen a ghost! This building has become infested with pesky spirits, so you've been sent in to clear them out. But don't lose your nerve Mr. Ghostbuster, these ghosts are actually pretty harmless, so it's just a question of catching them all. Should be simple, right? Nope, the slippery specters have a trick up their sleeve... They can walk through walls! Okay, okay, the ghosts can't actually 'walk' through walls, but they can choose to instantly vanish and reappear somewhere else on the map at the push of a button, whenever they please. Every time they do this, they leave behind a flash of a ghostly blue trail. Overview The map is essentially a large maze. I must confess that the map itself (the basic maze) is not mine, it was downloaded from the internet after the maze I was building fell victim to a save overwrite bug. 'Cereal Noob' had intended the map to be yet another slender game, but I gave it a makeover (reorganised spawns, killzones, a few corridors) and then I got to work implementing the teleportation system that defines Paranormal Pests. Some corridors are very long, whilst most of the map is made up of tight corners and small rooms. There are no dead ends so you can move around with ease. Warping The basic idea of Paranormal Pests is that the ghosts (humans) move very quickly and can avoid the Ghostbusters (infected) and their sword lunges by warping. "But Rabid, how on earth do I warp?!?" Simple! Just jump! Every time you push that A button, you will warp to one of many carefully selected destination points on the map. I gave the warp ability a half-second cooldown to prevent spamming. It is virtually impossible to predict where they will end up, and the distribution of players throughout the map is kept even. Gameplay Remember when I said the ghosts were harmless? Psych! You may have 2000% resistance and enough shields to teabag a killball, but you can still be assassinated so WATCH YOUR BACK. There is one GhostBuster 3000 (or as the UNSC naively named it, scattershot) on the map (at the infected spawn) which can vaporise ghosts, leaving no more than a pile of spooky ashes. With such a powerful tool in your hands you may feel indestructible! This game is a real laugh because you can wait for the humans to run all the way along a corridor to get to you then just jump at the last second. Or as I like to do, run up and punch them in the face then disappear before they can return the favor. Oh and while you're busy swinging at air, you might want to WATCH YOUR BACK. "guesssssssssssssss who!" "OH COME ON!" :wallbash: Flying Did I mention that the ghosts can fly? Yeah, they float about the corridors (thruster pack). They move so fast you never see 'em coming. Sometimes, if they get real mad, they will swoop in and grab someone, clean off the ground, then fly away with them, screaming, never to be seen again... Lobby Advice First of all I would advise telling the players in the lobby that you can assassinate people, as the gameplay feels much more balanced once everyone realises this. The game still functions if you don't, but few players pick it up on their own. I originally designed this for large lobbies of 8-14 and it works really well with that amount; a lot of quick fun and assassinations are much easier because the radar becomes redundant when there are so many dots on it. I found that the game is surprisingly enjoyable with lobbies of 3-5 as well. It is much stealthier, you often have to crouch to go off radar in order to get kills. It also feels a lot more personal because you're being taunted by the same person over and over. "Hey, what's that on your face?" "Eh? I haven't got anything on my-" A small YouTube channel did this feature of my map. he mentions balancing issues, but don't worry the gametype has been improved since. If someone is spamming the teleport, just watch for one of the places he lands and then keep swinging your sword there. http://www.youtube.com/watch?v=fB4E8ELg_o4 Once again the creator of the structural map was Cereal Noob, and feel free to subscribe to this guy's channel he does some great reviews
  8. Hey guys, Though i may be new to the 343i forums, i've got some great ideas to share for Halo 5. What if you were able to have your own customized assassinations in matchmaking? How amazing would that be? The creater tool would kinda be like a WWE game (don't judge me for playing them) where you could create your own unique customizable "finishing move." You're given a huge list of Starting Moves, Secondary Moves, and Finishing Moves, like a three-tier system. You would be able to choose a starting type of move where you grab the enemy SPARTAN, a secondary type where you say, drop him to the floor, raise him over your head, tackle or body slam him, and a finishing blow of a stab, a crack of the spine/neck or the blow of a bullet. All selections would be compatible with each other and there would be a set amount of time that you're assassination would have to take in order for the multiplayer aspect of it be balanced. Now when you get assassinated, you can gasp at each unique creation that each person makes. It would add that much more into the Halo Sandbox and be a fantastic touch to the franchise. I've thought of a real cool one where the SPARTAN grabs the other one by the neck, choke-slams him and makes a finishing jab of the knife to kill his opponent. -Nerdboy132
  9. Assassinations, we know can be pretty sweet, but have you gotten a really cool one yet in Halo 4? Like an Arial Assassination, or something else? let everyone know!
  10. Hey guys, Though i may be new to the 343i forums, i've got some great ideas to share for Halo 5. What if you were able to have your own customized assassinations in matchmaking? How amazing would that be? The creater tool would kinda be like a WWE game (don't judge me for playing them) where you could create your own unique customizable "finishing move." You're given a huge list of Starting Moves, Secondary Moves, and Finishing Moves, like a three-tier system. You would be able to choose a starting type of move where you grab the enemy SPARTAN, a secondary type where you say, drop him to the floor, raise him over your head, tackle or body slam him, and a finishing blow of a stab, a crack of the spine/neck or the blow of a bullet. All selections would be compatible with each other and there would be a set amount of time that you're assassination would have to take in order for the multiplayer aspect of it be balanced. Now when you get assassinated, you can gasp at each unique creation that each person makes. It would add that much more into the Halo Sandbox and be a fantastic touch to the franchise. I've thought of a real cool one where the SPARTAN grabs the other one by the neck, choke-slams him and makes a finishing jab of the knife to kill his opponent. -Nerdboy132
  11. So it has finally been confirmed that Assassinations, The Covenant and Grifball are coming back. Here is the exact confirmation from Frank O'Connor on the Halo Waypoint Bulletin for this Week: I'll say what I think he means below. 1. Will assassinations return and if yes, will we have more unique weapon moves, for example the Energy Sword in Halo: Reach? –D4RKNESS 360 Short version, yes. Assassinations are altered, but they’re back. The weapon question isn’t something we’re going to answer today. 2. Will there be any Covenant presence in Campaign or Multiplayer? Be it weaponry, equipment, architecture, etc. –Lloyd Jo en es Yes. The Covenant will definitely return, albeit in a completely (graphically, politically and sonically) overhauled form, but they may be the least of your problems. 3. Will Halo 4 include Gravity Hammers and Energy Swords (or adequate replacements) for Grifball? –Kalbelgarion It will be (more or less) possible to play Grifball in Halo 4. 1. I think assasinations are coming back, but differently. For instance, I think we'll be seeing some neck-snaps, knife-stabs, and certain gun-assassinations. 2. I think this means that the Covenant are coming back to try and find forerunner artifacts. Their leaders might be dead, but they might have a new prophet. Anyway, I think when Frank said "but they may be the least of your problems".... He meant that they are aren't going to be the only enemy we face. Could we be facing Forerunner's instead? Most likely.. Maybe even Flood. Does this mean we'll also be seeing Elite's again? Because even though they aren't part of the Covenant anymore.. Our good 'ol friend The Arbiter, might come to help Chief. I mean come on, what would a Halo Game without Dinosau-, I mean Elites, be like. 3. Now after reading this over a few times, I think Frank is trying to say that we 'll be able to play Grifball. But we'll have to make a custom map in forge, along with a game-type for it. And yes, Forge has already been confirmed in Halo 4. Look it up.
  12. It would be cool if melees and assassinations were put back into hockey. It makes the game a lot more fun. For people who complain it ruins the game, killing is a part of every game regardless of the objective. You have to pay attention to your radar in every game type. Why should you not allow assassinations just b/c little cry baby try hards want to hit the golf ball into the goal and not pay attention to anything else? What other game type does this? Answer - none. I actually find it incredibly more annoying to get constantly ARed from across the map than I do getting assassinated a lot. Just b/c little kids complain about getting assassinated doesn't mean you should give in to them. I guarantee you, you would see a vast increase in players in the AS playlist if you could assassinate in hockey. It's just more fun, who doesn't like animating people? Who doesn't like ninja'ing people? When hockey lost assassinations and beat downs, action sack went to complete crap because that was the most fun gametype. Reinstate it please, it's more fun with assassinations.
  13. One of my favorite features in Halo: Reach is the assassination system. I loved how every angle you come from decides which assassination you will do and soo forth. I have an idea that can make this feature even better in Halo 4. If we can actually use Kinect to make and design our own assassinations that would be amazing. Using the motion of your body you can make your own assassinations and takedowns. Also they should make them soo that you can save each as a file on your fileshare. You can chose whether it is a spartan assassination or an elite. Also you can use your voice to decide which strike or stab actually kills the player or whether you use the knife or whether you take their weapon or knife and kill them with it. Saying things like "Die!", "Unsheathe Knife" of "Fire!!" can trigger these things. I know a lot I would make. One I would tap the enemy on the left shoulder and as he look over his left shoulder I would move to the right and in front of him. Then I would unsheathe my knife and as he looks back I'd get him good right in the face. Also you you want to chose which weapon you want you can say the name then it can either pop up on your back or in your hands. It's just crazy all of the different animated assassinations and animations you can make in this game if they add this feature. Sooo what I want you to do is please vote and then comment below what you think about it and if you agree what kind of assassinations you would make.
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