![]() ![]() Each trap door has a minimum of two connections and a maximum of three and these will lead us to different rooms and key points of each map. This ability allows us to move quickly around the map and also to hide when we have committed any suspicious activity. But, of course, we will have to be very careful not to be seen in the process. If we activate the ability when we are close to the trapdoor, we will directly get inside and we can select the trapdoor we want to exit through. The venting ability is activated once we are very close to a trap door, replacing the sabotage ability. It can also be used by those characters that have a role similar to that of Impostor within the new roles that are being added in the game, such as the role of Engineer. However, this is not an ability available to all players, since we are talking about an ability specific to the Imposters. It takes 30-40 minutes to complete.Venting or getting into the ventilation hatch or vent of Among Us is a skill available within the game. I have planned two more blog posts on Among Us, and if you're interested, I got some research going on. Reading who vented isn't reliably with a good imposter. Since both imposters and crewmates produce the same log combinations, and imposters can hide venting through doubling back. Especially since doubling back is not uncommon on sensors. Unsuccessful research? We just solved it! Well, you can't tell the difference if the imposter vented and then double backed on the sensor at the target location. Seeing an imposter in the west, but there is no recent combination of SW/NW, and they appear in the log, they vented. But if you think a person vented, you can check the logs. ![]() Ergo, all combinations we found so far count here too, as well as the ambiguity. The imposter can use the pink and green paths. The player went from north to west, doubled back multiple times, and went to the east.The player went from north to west and then from west to east.Thus, we can't tell the player's exact position or path. The player went from north to west, doubled back, and went east.ĭoubling back makes the logs ambiguous.W - The player is in the tunnel or the west.S - The player is in the south, or the tunnel.N - The player is in the north, or the tunnel.EN - The player went from east to north or is in the tunnel.EW - The player went from east to west or is in the tunnel.NE - The player went from north to east or is in the tunnel.NW - The player went from north to west or is in the tunnel.WE - The player went from west to east or is in the tunnel.WN - The player went from west to north or is in the tunnel.Thus doubling back causes only a single log, not two. Additionally, triggering sensors puts it on cooldown for the player. Given the nodes on the crewmate path (shown in green), they can be west, east, north, or in the tunnel. 2) From here on out, I will label south-west as west and south-east as east. The result shows how players will trigger the sensors. We only care about the sensors, so we reduce the paths to the north, south-west, and south-east. 1) However, we still have more information than needed. We take the MIRA HQ map and draw in the paths between rooms, between vents, and the sensors. Therefore removing unnecessary details and keeping the relevant (sensors, Crewmate/vent pathing, cardinal areas). But first, we'll organize the information in a useful way. Another question is if the imposter can counter this. To prove this, we'll look at the Crewmates' sensor combinations and compare them to the possible Imposter combinations. As such, you can't read the imposter from the door logs should be possible. Each exit of the tunnel has a sensor, triggering a log when a player passes it, but not when venting. Mira HQ is a map in Among Us, that is famous for its Y-shaped-tunnel. Thus, I'll start posting failed research as well. Combined with the limited time, having to learn for exams, I didn't write any. Not every research has success, and I used not to post those.
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