http://youtu.be/_spopjdW4KY
[Front-paged. stabguy]
Sunday Stroll Stunt: This stunt is done from a viewpoint, nearly high enough that the fall kills Ezio. Start off by poisoning a character to make the target flee (apologies that I poisoned a civilian, just trying to save time ). When the target flees you want to stay within forty meters to avoid desynchronization. You need to quickly climb up to the spot on the viewpoint before the target passes by that area. As you can see there are two different outcomes. One is a side step kill animation. The other is a stationary kill animation. One more thing to note is since Ezio is down to no health squares when he hits the ground there is a short slow motion effect.
Tripwire: Basically the same as the Sunday Stroll Stunt except the target is killed with a manually aimed hidden gun. I kill a group of guards to avoid open conflict.
Long Shot: What I like about this one is it gives me a reason to use the sprint board. Get to the area where the archer is patrolling on the platform overlooking the bonfire. Kill him and use his dead body to make the target flee, lock on and aim the hidden gun. The mission fails when you are 40-60 meters from the target. I don't know why that is, but I think it might be affected by how fast you and/or the target is moving. I get fifty five meters when I choose to shoot. I might have been able to get a little more, but the mission would usually fail and I didn't want to take any chances.
Point Blank Gun: This is a simple concept. Make the target flee and aim a gun in his path. Shoot him when he is in close range. I kill two nearby guards to avoid open conflict. Also he doesn't always seem to run to that particular spot. I think it might have to do with where you are when he starts fleeing, so I stand a short distance away and walk to that spot when he starts fleeing.
Ezio's New Hiding Spot: This is obviously a joke assassination. I found you can glitch into a certain tree if you stand by it and jump straight up to grasp the ledge right next to the tree. Now this isn't a good hiding spot at all as you can tell by how you can't see good with the tree blocking most of your view and the nearby posted guards will easily detect you. So I waited for the guards to be distracted by the civilian that I poisoned and when the target ran by that spot I locked on and threw knives.
I considered waypoint separation on him, but since you're likely to get detected and he runs at the sight of anything suspicious I decided not to do that for this video (might look into it though). Sorry to hear you had a video in the works that didn't get made. Is there anything you had in it that I didn't cover?
i should say thx for making such a good variety pack, since mine got formatted. you have a very nice stunt on the target from a tower, which i did not have in my variety pack. instead, i think i had a dynamic stunt from a nearby rooftop as he fled. my long shot design was identical to yours. my tripwire design had ezio standing next to the "new hiding spot" plant and shot the target as he ran toward the first waypoint. (im not sure why you chose such a convoluted design for your tripwire, but it is still very good.) my point blank design was almost identical to yours, except that i waited for the target to come to a complete stop at point blank range before shooting. i had a nice extended range (spring-loaded-like) air assassination by hiding in the haystack and waiting for the target to run by. ezio leaped out of the haystack, and killed the target near the base of the stairs. it was a shame to lose this clip because i found it to be very difficult to reproduce. another minor difference between our vids is who i would poison to trigger the target to flee. if i recall correctly, there is a brute and seeker near the base of the stairs when you first jump down. i would stab one of them and poison the other. the poisoned one would stumble back to his station, which can be seen by the target as he walks around. i dont recall whether i was able to do a waypoint separation, but i do recall it being difficult. i dont recall if there was anything else.
Yikes, the variety packs are frighteningly similar. For the tripwire I decided to use the same route as the stunt (and it's just as good since I did the hiding spot assassination from that spot anyway). I guess I just didn't want to deal with the guards there. It actually looks like I missed the target when I shot. For point blank I thought the target was right in front of me with the way the camera was angled and was too lazy to do that again. Yes, you did poison a guard, that was in you variety pack video for Bonfire of Vanities where you did a dynamic stunt in Still Life.
hahahaha sometimes i think you know my vids better than i do
You are under my power, you will obey my commands...
You will tell me all about your videos and then forget.
You are under my power, you will obey my commands...You will tell me all about your videos and then forget.
...used a webcam that couldn't record sound...and mostly recorded first few weeks of muliplayer...skills still rusty...uber failure... O_O
Oops! Got the wrong person. Guess he can't let you in on his secrets.
nice job. long ago i did a variety pack for still life, but i accidentally reformatted the disc that it was recorded on when my dvd recorder started giving me trouble. since i basically gave up replaying ac2 due to the protected savegames on ps3, i never went back to re-record. anyhoo... what im getting at is that im very familiar with this level, and i think i can help you interpret some of the oddities.
when the target discovers a dead body, he will flee to a waypoint close to where you shot him point blank. he then pauses and then flees in a more dynamic way. the desynchronization distance is 60 meters until he reaches the first waypoint, then it changes to 40 meters. this behavior is highly applicable to the long shot clip... if you shoot too late, he reaches the waypoint, which is about 55 meters away. this causes the desync distance to suddenly change to 40 meters, and the mission ends.
i forget whether a waypoint separation has been done on this target. basically, you just intercept him before he reaches the first waypoint, and then drag him far away. i recall this being more challenging that would seem. you can take this as a challenge if you like.
once again, very nicely done.