Posted by Azure_Soul on Jul 23, 2012

Play by the Creed~Edition #2

Welcome to our second edition of Play by the Creed! Our first edition was tons of fun creating and we are back again! This time we are discussing Venice, Deathmatch. Joining us in this edition are three awesome players who all have different levels of experience and opinions about Revelations multiplayer. Read and enjoy.


Featured Players


Venice

1. Do you feel that the playable part of Venice is the best area for Deathmatch or would you prefer a different area of the map? Why?

DarkZero_RKO says, “The currently playable part of Venice is definitely the best possible area to play Deathmatch in. I say this because, in my opinion, the other parts of the map are either too cramped, too wide or too “opportunistic” in order to have any sort of balance between offense and defense. For example, the “Carnival Plaza” is the widest portion of the whole map, but also the most “opportunistic” due to the elevated amount of opportunities you have to obtain hidden kills or get hidden killed (large moving and static blend groups, hay bales in the middle of the “Plaza” and benches in the outskirts, with barely any places to take cover in.”

CheeseLightsaber says, “I’ve thought about this myself, and there’s not too many other viable spots. If I changed it, I’d probably put it in the center square, with the boundaries from the inward face of the longest building to the high stone wall and from the far end of the courtyard to the edge of the map. This way, you have a few places out of sight, quite a few blend groups and some good opportunities for acrobatics and grab kills on the two chasebreaker buildings inside the area.”

Link says, “I would like it much more if it reached from the central plaza to the hay bails.” (All opposite of current area)

april2011 says,

” I am happy with the area that is chosen for Venice DM. I like having access to the haystacks and the crates are great for hiding behind or aerial kills. Plus I think the other parts of Venice are not as equal in offense and defense.”

Wabashop says,

“I feel it is the best portion of the map due to the many defensive & offensive strategies that can be mixed and done. Since this side of the map is lacking in roofs, you shouldn’t feel too vulnerable as you’re hunting you’re targets… Another strong point for this map, is the many corners you can cut and hide behind. It’s the perfect combination of the defensive and offensive player. I believe when these are combined in synch, it provides the best results, and you become more of a versatile player.”

2. Are you aware of the glitch within Venice while in Deathmatch? Have you tried it?

Link says, ” Yes I am and I have sucessfully done it, but I would not reccomend it in a competitive match.”

CheeseLightsaber says, “Yes and yes. I’m terrible at actually doing it, but I’ve gotten it a few times. It’s amusing to see someone else do it. If you have them as a target, they just seem to disappear, causing you to lose your contract, which, in a few cases, has left me without a contract for well over a minute. Other than that I like to do it just to taunt the people inside the map.”

DarkZero_RKO says,” Why yes, I am aware that there’s a glitch where you jump across from the large cluster of wooden crates near the lift on the eastern side of the enclosed area onto the beam to the left of the lift which you can actually hang on to, although it’s an area which is off limits. I tried it once with my friends and we all hung onto the beam, got on it, dropped from it and used the lift to get on the main building’s rooftop, where we ran until we randomly died for going off limits lol.”

april2011 says,

“I know of the glitch and have tried it before with friends. I wanted to do it and push the limits of it just to see the results. Of course after 30 seconds you die while in the glitch if you wonder. If you remain on the ledge you can survive a lot longer. It is fun to try but will not get you points for the fact you can only kill those who are in the glitch with you.”

Wabashop says,

“Oh yeah, a very interesting glitch indeed. This glitch basically means that you can search another part of the map that is restricted during a Deathmatch game… The glitch is right by that lift that takes you up that huge roof on the right side of the map. What you do is…. 1. Go up on mini roof, which is across the lift. (there should be a ledge right by it) 2. Jump across to the ledge, as you’re jumping, make sure you press O as you’re about to land on the ledge… This will take a few times to get down, but you’ll land it eventually, and its a fun glitch indeed…. Once you land on the ledge, you can climb up to the roof, or you use the left. There is a catch though, and thats that you’re character will die out of no where. I’m not too certain on the time.”

3. Is this portion of the map enclosed for Deathmatch best suited for offensive or defensive purposes?

Link says,” I think it is pretty balanced regarding all of the close corners. By this I mean, the corners can be both your ultimate targeting tool and your downfall.”

CheeseLightsaber says,” I think you would be best off taking an offensive mindset into Venice Deathmatch. The mindset that many noobs take in Venice, Rome, Antioch etc. is to go onto the roofs just so they can spot their target or pursuers. You’ve gotta take advantage of those kind of players. I for one look for quick grab kills on Venice’s boxes. Climb up, immediately drop off, grab the side and grab kill your target. You can definitely have some great defensive sessions on Venice, don’t get me wrong, I just find that offense flows better in Venice.”

DarkZero_RKO says,” The enclosed portion of the map is well suited for both offensive and defensive purposes, and I’ll explain why. This map is loaded with moving blend groups which are perfect for obtaining hidden kills, not to mention a nice hay bale which is located in the middle of the map. Additionally, the wooden crates give players the opportunity to cut off their targets and get aerial, acrobatic and grab kills. Nevertheless, players that are very aware of their surroundings have a great chance of identifying their pursuers (those who love spending time on top of the wooden crates are quite obvious and easy to identify) and obtaining stuns, especially those who use disguise and the blender perk. However, if I had to choose a side, I’d say the scales are slightly tipped towards offensive purposes.”

april20ll says,

“Personally I feel this area is better suited for offense. For example hiding in haystacks or even behind the crates. There are no chase breakers so I think it is hard to escape.”

Wabashop says,

” As I stated earlier, this portion of the map has a perfect combo of both offense and defense. But if I had to pick one, I’d go with defense because with great defense, comes great offense. This map has many corners to hide from you’re pursuers, as well as break their line of sight, it also has a couple trees (though not as effective) and a couple hay bales since DM has no compass, it’s highly recommended that you make use of every inch of the map that they provide you. My favorite and only set that I roll with on DM in Venice is Disguise/Smoke. I go and hide by all the mini roofs, I wait till I hear whispers, flip on disguise, walk around stealthily, and see my pursuer searching for me all confused like. After that, my target usually comes walking around the corner. Staying at the big center of the map is a death zone in my opinion, you see, you’re meter fills up if you’re 200 yards or so away from you’re target, if you can see you’re target with you’re eyes, the meter will fill up. So by just standing defensively in the middle, you make yourself very vulnerable.”

Deathmatch


1. In your opinion should Deathmatch be set to a longer time limit or shorter?

DarkZero_RKO says, ” The current 10-minute time limit is perfect, not too short and not too long. It gives you enough time to mount a nice session (both offensively and defensively) and have some fun while you don’t consider it a grueling experience.”

CheeseLightsaber says, “I’m perfectly fine with Deathmatch being set at 10 minutes, though it’d be nice not to lose the first 4-5 seconds just from spawning in.”

Link says, “I really cant say because with my stealthy/loudest assassin ever playstyle it really depends. I dont want it to be shorter if i’m stealthy because then I get less poison out, while I do want it to be longer for more discreet kills.”

Wabashop says,

“I believe that the 10 minute limit for Deathmatch is perfect, and is all thats needed. A lesser time would be too short, as more time would just drag the match on. Especially when the portion of the map is very limited.Which makes 10 minutes the perfect amount of time to get you’re points and win.”

april2011 says,

“I am okay with the time limit in DM, not that I play the mode often. I would not mind however, if maybe the last minute of DM was like sudden death in Corruption, maybe players making kills or stuns within that last chunk of time get bonus points or something like that, giving the under dogs some chance to win.”

2. Since The Reverse Detection Meter was originally built for Deathmatch, how well do you think it works? Has it made you’re approach more stealthy in general?

CheeseLightsaber says, “I think it works extremely well for Deathmatch. It may not have turned out so well in other modes, which is why I’m glad to see that Ubisoft decided to incorporate the Ambush bonus, along with stopping the RDM from decreasing when out of line of sight, and increasing the speed at which it fills for AC3. As for its affect on my approach, I think it has definitely made me a stealthier player. Looking back on Brotherhood, I, like many others, played a very high tempo game, getting incognitos and silents for kills within a few seconds of having my target in my LoS. With the RDM, I was forced to slow down and use a more stealthy approach.”

DarkZero_RKO says, “In my opinion, the Reverse Detection Meter should be employed ONLY in Deathmatch. Since the maps are a lot smaller and most of the environment is in your sight, the Reverse Detection Meter rewards players who take their time and try to be as stealthy as possible. On the other hand, the rest of the game modes have full-sized maps where players have to run in order to make the most out of their sessions, and the Reverse Detection Meter can really mess up a potentially good offensive round. Not only does it take some time to try and get up to an Incognito bonus, but it also gives the defensive round an overpowering advantage. Although the Reverse Detection Meter has made my approach stealthier in general and has forced me to improve on my defense, I’d really appreciate it if every game mode except Deathmatch went back to the original Detection Meter featured in ACB.”

Link says, “I think it works because it adds a tension. A tension of which you must be in your target’s sight for a good bit before you can kill them. This can cause some to kill quick while others must slowly progress with skill and abilities.”

Wabashop says,

“The Reverse Detection Meter is absolutely perfect for Deathmatch, it’s as if the whole meter was just built for Deathmatch, and nothing else. The Reverse Detection Meter has a lot of haters, and you can’t blame them at first. Everyone was so used to ACBs meter, which started at incognito, and would go down as you’re approach was too blatant, the RDM on the other hand, starts at discreet, while building up to incognito as you’re in you’re targets line of sight. The reason it’s so great for DM, is because of how realistic it makes everything. For example You spawn in a very enclosed area, not big at all. You’re target or pursuer could be 10 feet away from you. So unless you’re target is hiding himself in a hay bale or walking group. (or hiding behind a corner) Expect you’re meter to build up a majority of the time. This meter also requires much more skill, in terms of landing a stealthy looking kill on you’re target. You play the role of an assassin, stalking and hunting you’re target. This while someone else tries to stop you. Once you land a silent or incognito kill, it feels very satisfying because you worked hard for it. This meter also works for other modes for me as well, seeing as I started by playing DM, at first I thought that there was no way this would work outside of DM, but I realized that as you keep practicing on this meter, you’re stealth will improve greatly in not just DM but every other mode and ACB as well.”

april2011 says,

“For me I started with playing team modes so I learned to use this meter on CC or Manhunt first. I absolutely love it! I think it is a big improvement from ACB and it works just as well in Deathmatch. I think it should be in every mode as it helps you to be more stealthy in general.”

3. Some players abuse Deathmatch by standing close to each other and waiting for contracts, making it easy to kill. Do you like this feature or do you feel this should be changed at all?

Link says, ” Okay don’t even get me started. I have been in way too many matches like this and it annoys the heck out of me. It reminds me of Assassination. But I dont know that it can be fixed. So I just deal with it and hope that they figure out a new solution.”

CheeseLightsaber says, “Although it can be pretty amusing when this happens when I’m with friends, it really shouldn’t happen. I’ve had occasions where I would get 2 quick stuns from a disguise, just to have both put back on me as pursuers. There’s obviously something wrong with that. The problem is, without more players, there is no way to fix it. You don’t wanna have those 2 placed on 7th or 8th place right? That’s just unfair. But that brings one idea I had up. Why not 10 or 12 man Deathmatch? Just expand the Deathmatch area a bit and you could have a hectic game with more players to spread pursuers out to.”

DarkZero_RKO says, ” I don’t like that feature at all. It’s an exploit and it should definitely be changed. I feel that the contracts that are assigned to you should be at a certain distance from you (in order to allow the Reverse Detection Meter to fill up) and they shouldn’t be repetitive (since it can be frustrating to get contested kills and honorable deaths against the same person).”

april2011 says,

“I think this is a problem in some rooms. You get into lobbies were all the players are just standing around locking on each other and waiting to get contracts. I think that takes away from the mode. I really believe this should be fixed, maybe have it so you do not get a new contract if your too close to someone after making a kill or loosing a contract. Like a buffer zone or something.”

Wababshop says,

” This is probably one of the worst situations in DM. I feel as if its a glitch and should be taken out, it dosent make sense how you’re pursuer can turn into you’re target as he’s right there, or vice versa. Many times, I have seen a random player with no contract stand right by me, and drop smoke.Once I show up on his screen as a target, proceeding to smoke poison me, I do not agree with how players abuse this tactic. The main thing that I don’t like about this “feature” is the fact that it lowers the skill level, and shifts it more towards luck. It dosent really take that much skill when the game gives you a target, who is right next to you, and who is unaware of how this can happen sometimes. Contracts should not be assigned if more than 5 players are enclosed in one spot, they should wait until they separate out more.”

Tools of the Trade


1. Is there any ability you feel should never be used in Deathmatch? Why?

DarkZero_RKO says, “In my opinion, the Smoke Bomb should never be used in Deathmatch. I consider it takes the stealth factor completely away, and when used in conjunction with Poison it proves to be quite a nuisance. It’s annoying to get SB’d, OSBF’d or OSBFP’d constantly while you’re trying to get in some kind of offensive or defensive rhythm, and it can ruin both the Deathmatch session and your mood.”

CheeseLightsaber says, “I am not going to say any ability shouldn’t be used, but rather a tactic. Offensive smoke bomb poison. The one problem that contested kills and the RDM brought up, was a ton more of this. People are afraid to be contested, so they throw smoke, focus and poison you, and you have no control over the situation other than to attempt to break the focus or bring your own smoke to counter it. It is the product of laziness and availability, and I applaud the fact that smoke will have an increased cooldown in AC3. If you want to wait a minute and half to use this annoying tactic, fine by me. But in ACR, there’s just too much of it going on.”

Link says, ” CLOSURE! It only works on Souk and even then you are destine to be stunned.”

Wabashop says,

“One ability that should most definitely never be used for Deathmatch is Templar Vision. Deathmatch is all about you’re skills of observation, you have to be on the constant lookout. Templar Vision just totally destroys that concept. Once you learn to observe where you’re targets are. without the use of a compass it feels great, and you’re gameplay improves tremendously. Templar Vision does have its secret uses in team modes, but in something like Deathmatch. absolutely not.”

april2011 says,

” I would have to agree with Link in that Closure is not the best idea. Some DM maps do have chase breakers but with Venice it obviously will not help you.”

2. Does Disguise/Poison in Deathmatch, take more skill then Disguise/Poison in Wanted?

CheeseLightsaber says, “Well seeing as Wanted is terribly broken in ACR, and I’ve played less than 20 sessions of it in ACR, I’d have to say it takes more skill in Wanted. If you can have a good game of Wanted that isn’t all over the rooftops, maybe I’d change my answer to Deathmatch. But I’ve only found 1 session of Wanted that has worked out that way. It does take skill in Deathmatch, to a degree. But it’s as simple as walking like an NPC would, blending, and being observant. (Note: This isn’t a bash against the set. Disguise/Poison is my main Deathmatch set)”

Link says, ” Less because in Wanted, disguises arn’t often necessary while in DM they are my only way to get that poison.”

DarkZero_RKO says, ” I’d say it does, since the maps in Deathmatch are smaller than in Wanted. This and the constant whispers from your pursuers cause you to be extremely aware of your surroundings. Sometimes you may notice when someone puts on or takes off their Disguise and you may get to know who uses Poison (since each players’ persona has only one skin in the entire map, unless you employ an ability or perk which creates copies).”

Wabashop says,

“Absolutely. One of the main reasons is because you actually have to use Disguise defensively in ACR, if you wanna use it with poison where as ACB gave you a free hidden bonus by popping it on and getting a kill. Don’t get me wrong, Disguise/Poison in Wanted does take a lot of skill, and it takes a while to perfect but in ACR, you can get just as high scores, with one offensive ability. By using this combo for ACR’s DM, you confuse you’re targets and pursuers because you’re on the constant move. and you’re also popping disguise to trick you’re pursuer, as you hunt you’re targets. Smoke/Poison seems to be the norm for DM these days, most players think that this is the only ability set you can use, to achieve a high score. That’s why If i see someone rocking Disguise/Poison, I know that there more skilled in this game, because the Disguise makes them more versatile. Landing a poison while disguised is the TRUE way to poison, not a smoke bomb. Also it is much more difficult to utilize Disguise/Poison in a small area of a map, as opposed to Disguise/Poison in wanted, where you have the whole map.”

april2011 says,

“I think Wanted takes more skill because the maps are full size. Players have more area to hide and hunt and so it is much easier to use that combo. DM is a small area and with the abuse that sometimes takes place it can be hard to poison without getting intercepted.”

3. Venice Deathmatch has no chase breakers. Does this effect your perks/abilities set or do you not worry about the lack of chase breakers?

CheeseLightsaber says, “I rarely use chasebreakers in any map of Deathmatch. On Knights Hospital and Antioch, you are extremely obvious if you use the chasebreaker, seeing as NPC’s will rarely, if ever, go through them, and they are in the center of the Deathmatch areas of those maps. Ippokratous is the only map I use the chasebreakers in, because they are one of two ways to get to the other side of the map without going up top. So no, it doesn’t effect me. I bring the same set(s) to every map of Deathmatch, even Rome and Venice.”

DarkZero_RKO says, “I really don’t mind the lack of chase breakers in Venice Deathmatch. As a matter of fact, I actually like this feature since it challenges players to use the normal routes in order to stealthily search for their target and survive at the same time.”

Link says, ” I don’t really mind it. Chase breakers arn’t necessary in DM due to the fact there are never chases. Mabye you could use it for a distraction though.”

april2011 says,

“I don’t think there should be chase breakers in any DM map. I think when playing DM you need to be stealthy and if you feel the need to run use fast getaway or some other ability instead.”

Wabashop says,

“I don’t really worry about the lack of chase breakers. I believe that it actually improves the gameplay, it limits the runners since theres no chase breakers, and it forces you to hide more. Chasebreakers can kind of be the easy way out.”

New to Venice Deathmatch? Read bellow for some player tips.

Link says, “Watch out for roofers and smoke bombs. They will be your downfall. Also, always watch four back to make sure no one’s following you. (Even your target)”

CheeseLightsaber says, “STAY ON THE GROUND!!!!! Don’t be a box camper, you will fail. If you stick to moving blend groups and stay aware, you’ll do just fine. I would also highly advise disguise, but choose whatever you’re comfortable with.”

DarkZero_RKO says, “To all the newcomers out there, use those moving blend groups effectively in order to get hidden kills and stuns if possible. Make use of the wooden crates to cut off your targets but be aware that staying on them for too long or jumping across crates will make you become easily spotted by targets and pursuers alike. Audi, vidi, tace, si tu vis vivere in pace. (Hear, see, be silent, if you wish to live in peace).”

Wabashop says,

“If you have yet to play on Venice for deathmatch, you’re sure to like it. Remember to have a strong defensive mindset, be very sly and clever. Utilize all the mini roofs you see by the lake, if you feel as if you’re pursuer is nearby, cut a corner and block you’re pursuers line of sight. Always rock Disguise, thats a given. If you like to poison then by all means go for it, but I recommend Disguise/Smoke so you can stay fully defensive. Once you dispose of you’re pursuers, you’re targets will be lured right into you.”

april20ll says,

“When playing in Deathmatch always have one defense and one offense ability. I also do the same with perks. Revelation for seeing those after you and blender. Never leave home without blender. Poison and mute, or smoke bomb works well. Try and stay away from the chaos if possible. I go in make a kill or stun then try to duck behind the shadows. This way others don’t notice you and try to abuse the system.”


Do you like our read? would you like to be in our next edition? If so follow the sign up link here.We also have a poll up for a few weeks to vote on the next map and mode combo, so please choose which one you would like to see next! Thanks for reading ;)

Which Map and Mode combo would you like to see in our 3rd Edition of Play by the Creed?

  • San Donato/Artifact Assault (64%, 7 Votes)
  • Rome/Steal the Artifact (36%, 4 Votes)

Total Voters: 11

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