Originally Posted by YourInnate Go to original post
You kill them. You no longer lose your contract, in fact, it's now impossible to get rid of your contract outside of killing them, being stunned or being killed. Your button also goes on a 1-2 second cooldown where you can no longer use it.
I'll save my opinions of this change for later in this thread and the day when I'm in the mood to rage.
You cannot lose a contract!?Originally Posted by luckyto Go to original post
What?? one of the biggest hyped up things in the multi is that there is no guarantee who you kill.
Agreed, completely ridiculolus. 4 seconds max. Absolute max. I'd have less of an issue if stun/kill were on different cooldowns.Originally Posted by luckyto Go to original post
Now that your pursuers are stuck with their contract, it means the player will constantly have to put up with 100 point chase killers because the game won't give you someone else.
Now that Kill and Stun are merged, there lies the hidden problem that when target and pursuer are in close proximity, no word has been given (or even asked when the opportunity arose) about what the outcome would be. Add in the annoying highlight feature of ACR, instead of being dependant on proximity, (it's frustrating, but I understand why) will now mean that you could kill a civilian, get stunned because the contract isn't technically lost and then make yourself completely vulnerable to pursuers all in the same moment.
The second problem only arose because players complained about the stun prompt giving them away, but if Disguise and Blend groups prevented the stun prompt from appearing (but not unusable) while they were in effect, it would have solved their problems too and not required a convoluted change to button layout. This way, the cooldown prompt on both Kill and Stun would have been more beneficial, because it would actively prevent button mashing without putting players at a double disadvantage.