Gambit: Difference between revisions

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On occasion, high-value targets will appear, which are minibosses differentiated by a white sparkling aura that drop a large amount of Motes on damage and death, usually enough for a player to nearly fill their Mote inventory. Should a team be trailing greatly behind the opposing team, catch-up targets will appear for them, which are Elite enemies with the same aura as high-value targets that drop more Motes than regular enemies, but not as much as actual high-value targets.
On occasion, high-value targets will appear, which are minibosses differentiated by a white sparkling aura that drop a large amount of Motes on damage and death, usually enough for a player to nearly fill their Mote inventory. Should a team be trailing greatly behind the opposing team, catch-up targets will appear for them, which are Elite enemies with the same aura as high-value targets that drop more Motes than regular enemies, but not as much as actual high-value targets.


At 25 and 50 Motes deposited, a portal will open up which allows one player to invade the other team's area to hinder their progress by denying Motes.<ref name = "Gambit"/> The Invader will have an overshield, be friendly to enemies, and be able to see the locations of every opposing player, at the cost of being announced and glowing red for easy visibility to the opposing team. Popular invasion and counter-invasion tactics include the use of [[Super]]s, long-range weapons such as [[sniper rifle]]s, and heavy weapons such as [[machine gun]]s, or [[Xenophage]]. Invaders will return to their team once a timer runs out, they eliminate the entire enemy team, or they are killed.
At 25 and 50 Motes deposited, a portal will open up which allows one player to invade the other team's area to hinder their progress by denying Motes.<ref name = "Gambit"/> The Invader will have an overshield, be friendly to the opponents' enemies, and be able to see the locations of every opposing player, at the cost of being announced and glowing red for easy visibility to the opposing team. Popular invasion and counter-invasion tactics include the use of [[Super]]s, long-range weapons such as [[sniper rifle]]s, and heavy weapons such as [[machine gun]]s like [[Xenophage]]. Invaders will return to their team once a timer runs out, they eliminate the entire enemy team, or they are killed.


When the bank is full (75 motes), a team will be able to summon a [[Primeval]], a powerful Taken, in their arena, alongside a plethora of Taken minions and two Primeval envoys. <ref name = "Gambit">[https://www.destinythegame.com/au/en/gambit '''Destiny the Game''' - ''Gambit'']</ref> The opposing team's invasion portal will begin to activate periodically.<ref name = "Ingame">'''Bungie (2018/9/4)''', ''[[Destiny 2]]: [[Forsaken]], Playstation 4, Activision Blizzard''</ref> At this point, the goal of the game is to kill the Primeval before the other team is able to kill their own. Killing the Primeval envoys as soon as possible will give the Primeval slayer damage buff to all team members over time. Invasions now serve the purpose of healing the opposing team's Primeval to set back their progress towards winning the round.  
When the bank is full (75 motes), a team will be able to summon a [[Primeval]], a powerful Taken, in their arena, alongside a plethora of Taken minions and two Primeval envoys. <ref name = "Gambit">[https://www.destinythegame.com/au/en/gambit '''Destiny the Game''' - ''Gambit'']</ref> The opposing team's invasion portal will begin to activate periodically.<ref name = "Ingame">'''Bungie (2018/9/4)''', ''[[Destiny 2]]: [[Forsaken]], Playstation 4, Activision Blizzard''</ref> At this point, the goal of the game is to kill the Primeval before the other team is able to kill their own. Killing the Primeval envoys as soon as possible will give the Primeval slayer damage buff to all team members over time. Invasions now serve the purpose of healing the opposing team's Primeval to set back their progress towards winning the round.  
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