Crewmates can see the animation of vents opening from other rooms or outside of their circle of vision however, they cannot see the character entering or exiting the vent.Outside on Polus has the highest number of vents out of any location six in total.Communications is therefore the only location to not have a vent in any map.On The Airship, there are no vents in Armory, Brig, Communications, Electrical, Hall of Portraits, Lounge, Medical, Meeting Room, Outside, Security and Ventilation.On Polus, there are no vents in Boiler Room, Communications (although there is one outside right by the entrance), Dropship, MedBay, Security, Specimen Room, Weapons, or the Decontamination chambers.On MIRA HQ, there are no vents in Cafeteria (although there is one close by in the Hallway), Communications, or Storage.On The Skeld, there are no vents in Storage, Communications, or O2.On Polus, the vents appear as dug-out holes and are divided into four separate systems.For example, the vent in Balcony on MIRA HQ is smaller than other vents. Some of these vents are different sizes. This makes it the only map where Impostors and Engineers can travel to a vent that is not adjacent to another vent. On MIRA HQ, all vents are interconnected.This term was officially used in the description for Engineers. The term "venting" is commonly used by players to describe using a vent.If an Engineer or Impostor enters a vent that is connected to a vent a Crewmate is using to complete Clean Vent, the arrow pointing to that vent will be marked with a red X. Engineers with Clean Vent cannot enter the vent they have the task in until they complete the task. Impostors and Engineers will be prevented from using or travelling to any vent that is in use by a Crewmate completing Clean Vent, and anyone that is currently in the vent will be forced out of it once a Crewmate begins the task. Engineers cannot travel through vents while Comms Sabotaged is active. This is because it is impossible to be killed while in a vent. However, depending on the lobby options, they can only stay in the vent for a limited time and must wait some time for the ability to become available again. Hiding in the vents pauses The Impostor's kill cooldown until exited.Įngineers are also able to travel through vents. Once in the vents, arrows are displayed, pointing in the directions of connected vents. The vent opening and closing can be seen even outside of vision on The Skeld and MIRA HQ, but the player who vented cannot be seen. If clicked, an animation shows the player jumping into the vent, an action visible to any other players who can see the vent in their vision. When An Impostor or Engineer is in close proximity to a vent, the vent button becomes usable.
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