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|Cashout Stations on moving platforms can be especially hard to defend. Knock them off using [[Goo]] or the [[Winch Claw]] to have an easier time.
|[[Cashout Station|Cashout Stations]] on moving platforms can be especially hard to defend. Knock them off using [[Goo]] or the [[Winch Claw]] to have an easier time.
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|Many buildings can be quickly scaled by vaulting from window to window. This can be done by standing in the window frame, walking backwards, and vaulting up to the next window.
|Many buildings can be quickly scaled by vaulting from window to window. This can be done by standing in the window frame, walking backwards, and vaulting up to the next highest window.
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|The trajectory of the Evasive Dash can be changed based on the player's look direction.
|The trajectory of the [[Evasive Dash]] can be changed based on the player's look direction.
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|Attaching and detaching from Ziplines will give contestants a small burst of speed in the direction they are travelling.
|Attaching and detaching from ziplines will give contestants a small burst of speed in the direction they are travelling.
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|Certain objects in the arena (such as Ziplines) do not have health, but durability. For example, a zipline can be broken with two Quick Melees, but will not be broken by an entire magazine from the Flamethrower.
|Certain objects in the arena (such as ziplines) do not have health, but durability. For example, a zipline can be broken with two Quick Melees, but will not be broken by an entire magazine from the [[Flamethrower]].
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|The Dual Blades gain 80% damage reduction against projectiles and 66% reduction against melee attacks.
|The [[Dual Blades]] gain 80% damage reduction against projectiles and 66% reduction against melee attacks.
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|Bullets reflected by the Dual Blades deal 100% of their original damage and cannot headshot.
|Bullets reflected by the [[Dual Blades]] deal 100% of their original damage and cannot headshot.
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|All arena carriables, excluding Revive Statues, can be thrown at enemies to deal 50 damage.
|All [[Arena Carriables|arena carriables]], excluding [[Revive Statue|Revive Statues]], can be thrown at enemies to deal 50 damage.
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|Mines, C4, and Breach Charges can be detonated prematurely by taking enough damage. Careful around the explosives!
|[[Mines]], [[C4]], and [[Breach Charge|Breach Charges]] can be detonated prematurely by taking enough damage. Careful around the explosives!
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|Using Evasive Dash into any horizontal jump pad will give the user a massive amount of forward momentum and can allow them to travel great distances in a short time.
|Using [[Evasive Dash]] into any horizontal jump pad will give the user a massive amount of forward momentum and can allow them to travel great distances in a short time.
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|The Light's [[Gateway]] can be used to teleport a cash box directly to a cashout station after a vault finished opening.
|The Light's [[Gateway]] can be used to teleport a cash box directly to a cashout station after a vault has finished opening.
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|The Medium's Dematerializer can be used to drop an objective to a lower level, then close the hole to prevent opponents from attacking from above.  
|The Medium's [[Dematerializer]] can be used to drop an objective to a lower level, then close the hole to prevent opponents from attacking from above.  
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|The Light's Thermal Bore is especially good at destroying cranes and dropping Floating Platforms due to its high range and two charges.
|The Light's [[Thermal Bore]] is especially good at destroying cranes and dropping Floating Platforms due to its high range and two-charge capacity.
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|When defending a cashout, stack nearby [[Gas Canister|Gas Canisters]] next to the [[Cashout Station]] for when the enemy starts to steal. If you are attacking a cashout with Gas Canisters on it, quickly grab the canisters and throw them away before stealing.
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|Combining the horizontal momentum from a Medium's [[Zipline]] with a [[Jump Pad]] can greatly increase the distance covered by the jump.
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|Throwing [[mines]] on an enemy's [[Revive Statue]] can be a great way to deny revives. A [[Glitch Trap]] can even prevent an enemy Medium from using their [[Defibrillator]] on the statue.
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|[[Cashout Station|Cashout Stations]] can be tipped over by throwing most [[Arena Carriables|arena carriables]] at them. This can be used to hide [[C4]] or [[Breach Charge|Breach Charges]] under the objective so they cannot be easily destroyed.
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|The [[Riot Shield]] gains damage reduction against the [[Flamethrower]] while blocking, and can block 100% of incoming explosion damage.
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Revision as of 18:39, 3 July 2024

1 The Medium's Jump Pads can be useful for taking high ground, but can still be used by enemies. Shoot Jump Pads to destroy them before opponents can take advantage.
2 Sliding off of a ledge will give your contestant a small boost of speed.
3 While the Heavy's Mesh Shield is active, they cannot sprint but can still slide, jump, and vault.
4 Using Quick Melee while throwing an arena carriable will make it fly further, but less precisely.
5 A Gas Canister can be Quick Melee'd before throwing to ensure it explodes into a cloud of Gas on impact.
6 It takes two explosions to destroy any single part of a crane. This can be done using any explosive, including red canisters.
7 Red Explosive Canisters can instantly eliminate a Light contestant if it hits them directly. The impact of the carriable deals 50 damage and the explosion deals 100 damage.
8 Cashout Stations on moving platforms can be especially hard to defend. Knock them off using Goo or the Winch Claw to have an easier time.
9 Floating Platforms can be hard to attack, especially when the defenders have destroyed the adjoining ziplines. Use explosives on the supporting pillars to bring it down, or use mobility gadgets to bring the fight to them.
10 Many buildings can be quickly scaled by vaulting from window to window. This can be done by standing in the window frame, walking backwards, and vaulting up to the next highest window.
11 The trajectory of the Evasive Dash can be changed based on the player's look direction.
12 Attaching and detaching from ziplines will give contestants a small burst of speed in the direction they are travelling.
13 Certain objects in the arena (such as ziplines) do not have health, but durability. For example, a zipline can be broken with two Quick Melees, but will not be broken by an entire magazine from the Flamethrower.
14 The Dual Blades gain 80% damage reduction against projectiles and 66% reduction against melee attacks.
15 Bullets reflected by the Dual Blades deal 100% of their original damage and cannot headshot.
16 All arena carriables, excluding Revive Statues, can be thrown at enemies to deal 50 damage.
17 Mines, C4, and Breach Charges can be detonated prematurely by taking enough damage. Careful around the explosives!
18 Pinging an enemy will leave a red marker over their head for as long as they are visible to the contestant who pinged them. This included enemies who are revealed by a recon gadget but are not necessarily in line-of-sight.
19 If a contestant is on fire, they can stand in water to extinguish the flames.
20 Small windows will break when a contestant sprints into them, but large full-wall windows will not.
21 Using Evasive Dash into any horizontal jump pad will give the user a massive amount of forward momentum and can allow them to travel great distances in a short time.
22 The Light's Gateway can be used to teleport a cash box directly to a cashout station after a vault has finished opening.
23 The Medium's Dematerializer can be used to drop an objective to a lower level, then close the hole to prevent opponents from attacking from above.
24 The Light's Thermal Bore is especially good at destroying cranes and dropping Floating Platforms due to its high range and two-charge capacity.
25 When defending a cashout, stack nearby Gas Canisters next to the Cashout Station for when the enemy starts to steal. If you are attacking a cashout with Gas Canisters on it, quickly grab the canisters and throw them away before stealing.
26 Combining the horizontal momentum from a Medium's Zipline with a Jump Pad can greatly increase the distance covered by the jump.
27 Throwing mines on an enemy's Revive Statue can be a great way to deny revives. A Glitch Trap can even prevent an enemy Medium from using their Defibrillator on the statue.
28 Cashout Stations can be tipped over by throwing most arena carriables at them. This can be used to hide C4 or Breach Charges under the objective so they cannot be easily destroyed.
29 The Riot Shield gains damage reduction against the Flamethrower while blocking, and can block 100% of incoming explosion damage.