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Created page with "{| class="wikitable" |+ |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 at the same time an arena carriable is thrown..."
 
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|While the Heavy's Mesh Shield is active, they cannot sprint but can still slide, jump, and vault.  
|While the Heavy's [[Mesh Shield]] is active, they cannot sprint but can still slide, jump, and vault.  
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|Using Quick Melee at the same time an [[Arena Carriables|arena carriable]] is thrown will make it fly further, but less precisely.
|Using Quick Melee while throwing an [[Arena Carriables|arena carriable]] will make it fly further, but less precisely.
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|Red [[Explosive Canister|Explosive Canisters]] can instantly eliminate a Light contestant if it hits them directly.
|Red [[Explosive Canister|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.
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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 window.
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|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.
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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.
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|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.
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|All arena carriables, excluding 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!
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|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.
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|If a contestant is on fire, they can stand in water to extinguish the flames.
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|Small windows will break when a contestant sprints into them, but large full-wall windows will not.
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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.
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Revision as of 20:41, 2 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 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.