The results of killing an assassination target in Unity by drowning them.
First started by leading the target to water. After tackling him close to the edge, I accidentally glitched under the water and the target also fell in, incapacitated (he can be briefly seen after the desynch).
Then I tried a headshot kill by the water's edge. The target fell in and floated at the surface. Although there is an indicator to assassinate the incapacitated target the action cannot be done.
Lastly an accidental drowning. The underground tunnels under the church lead to a well. Normally guards climb out of the well following you, but being a brute limits the target's climbing abilities, although he can still vault over objects.
It was here I discovered the ground in the tunnels disappears when you climb out. Sivert fell under the ground and became incapacitated from falling into water. You can also here the splash.
I'm beginning to think that "You must assassinate your target with the Hidden Blade" was put in specifically for THB... deaths by water, deaths by predator, deaths by exploding barrel (firecracker), TINS, tripwire, mysterious death...
I'm beginning to think that "You must assassinate your target with the Hidden Blade" was put in specificallyforto annoy THB... deaths by water, deaths by predator, deaths by exploding barrel (firecracker), TINS, tripwire, mysterious death...
FTFY
Double McStab with Cheese wrote:
I'm beginning to think that "You must assassinate your target with the Hidden Blade" was put in specificallyforto annoybecause of THB... deaths by water, deaths by predator, deaths by exploding barrel (firecracker), TINS, tripwire, mysterious death...FTFY
Fixed it for myself.
I think it'd be interesting if not using a hidden blade simply gave you less initial clues when starting off on your next assassination, requiring a bit more detective work. I still like the idea of heavily encouraging melee assassinations. good way to do that is to not have a lethal silent ranged option (instead something like connor's sleepytime poison darts or Edward's blowgun), and to make using the pistol inadvisable unless you want literally everyone on the block to detect you. (still useful to thin out enemies when you do happen to be detected and trying to escape)
I hate the idea of pistols, rifles and heavy weapons for the protagonist assassin. You are supposed to silently take out big name targets... sure, some of the assassins have these tools, but those are the ones you send off on nomad contracts to exfiltrate a diplomat or steal some shit.
Back on topic, has anyone found a way to trigger a memory corridor without a hidden blade assassination yet?
I'm sure some Ubi employees think of some ideas in order to thwart our past strategies. I mean we're kind of a big deal.
I'm sure some Ubi employees think of some ideas in order to thwart our past strategies. I mean we're kind of a big deal.
Capt Reynolds: And what does that make us?
Zoe: Big damn heroes, sir.
Glad to see TINS is still possible, although non-story.
Back on topic, has anyone found a way to trigger a memory corridor without a hidden blade assassination yet?
You're kidding, right? If even water only incapacitates targets, how can anything else but the hidden blade work? Kill animations with weapons incapacitate (because having a spear driven all the way through their chest is sooo survivable), poison bombs incapacitate, headshots with guns incapacitate, falls from great heights incapacitate, etc.
Outside of a kill animation, the only way is the unique kill on the first target.
JoeyFogey wrote:
I'm sure some Ubi employees think of some ideas in order to thwart our past strategies. I mean we're kind of a big deal.Capt Reynolds: And what does that make us?
Zoe: Big darn heroes, sir.
I bet Ubisoft thought they did such a good job on Unity not even one target could be killed early. No matter how much the gameplay mechanics are limited, we'll have the advantage.
No matter how much the gameplay mechanics are limited, we'll have the advantage.
Well, a game was made where you play as bread and you climb tall structures, so however limiting Ubisoft makes AC, we'll be fine.
I hate the idea of pistols, rifles and heavy weapons for the protagonist assassin. You are supposed to silently take out big name targets... sure, some of the assassins have these tools, but those are the ones you send off on nomad contracts to exfiltrate a diplomat or steal some shit.
I don't know about "silent". part of it has always been theatricality and public displays. But the crucial part about that was having the ability to fight your way out if you needed to. And in a time with a lot of guns, I can see a good old pistol having a role in that.
The thing is that AC wasn't ever designed for them, and they've never really gone far enough to make them fit.
(some ideas on that here: http://www.thehiddenblade.com/looking-future-again-thread-text-walls?pag...)
I don't get why this hidden blade thing is a big deal. It was like that in AC1 already, except in AC1 you got teleported to the target.
I don't get why this hidden blade thing is a big deal. It was like that in AC1 already, except in AC1 you got teleported to the target.
I think the issue people have is that while the cutscene didn't change depending on how you killed the target, the game still used to let you kill them however you wanted. It seems they want to make the cutscenes make more physical sense, but if that comes at the expense of gameplay variety, it kinda seems like they're hamstringing themselves.
Might be best if they split the difference by making the hidden blade kills (and the resulting memory corridor) optional mood pieces rather than crucial story information. doing hidden blade kills on each target could be an achievement, and/or earn you an in-game reward.