![]() Sometimes if you time it perfectly you can force the red swing to reset (as if they never even started a swing) by blocking them with fast at the very start. So, a red/strong swing at the very beginning that contacts with a mid-swing fast/blue swing will actually get broken. Because blocking is based in momentum, if you read that article I posted, one thing you'll note is that during the early stages of a swing, you have very low momentum. Fast is arguably one of the strongest styles simply for being able to out maneuver your opponents (although goodluck getting good enough to abuse that, hah).ģ. This is important, because with red you get a huge debuff, and with medium/staff/dual you get a smaller but still significant debuff. This means that while swinging (with single swings or pure W swings anyway, there's a hitch in chains since you do a twirl) you will not incur a movement penalty. Unlike other styles, fast style has no speed debuff. Its got a very small window of swing movement and comes off quick, so its good for precision hits in a tight fightĢ. Well, fast was initially only created as a way to handle blaster fire, yes. Worth looking into that too if you don't already know :P Most of blocking is based on saber momentum (which includes / factors in player velocity since the saber is traveling with the player) so you can gauge it typically based on the stage of the swing (how fast the swing is physically travelling on its normal path) + the speed you are currently moving.Īs an aside: understanding strafing mechanics (Q3 strafe and the like) will help you maximize your block/damage potential as well because you can use ground or air strafing to increase player speed to increase saber speed. Yes medium will likely blow through fast (but not always)ģ. ![]() Yes, style choice affects attack power which affects block strengthĢ. It's extremely complex (which is part of what makes the game fun, in my opinion) annnnd if you want a detailed explanation I've got a post here ġ. In other words, unless the devs decide to change their design philosophy slightly, to actually cater to star wars fans, which would probably be advantageous, lightsaber forms and other RP'ish flavour elements aren't going to be added.Sooo. ![]() I've suggested this sort of thing before, but atm I don't think it's going to happen, so I won't waste my time making up perks again. I would love lightsaber forms being added in some form, maybe as purchasable lightsaber perks for open or only dueling mode or both (some being available in dueling mode only and vice versa). In-fact they've stated previously that they don't want RP in MBII and by extension any flavour fluff is being ignored in favour of spending dev time on polishing gameplay mechanics and fixing bugs.Īs it stands right now though, I would think it's about time to include some of these elements in the game. They think the design should be focused on good gameplay and be utilitarian in all other respects, a bit like how CSGO doesn't include alot of weapon lore and the like. ![]() The devs at the time and even still today, are focused on MBII as a game and not on fan lore RP aspects. Especially because they're great for flavour and the ppl that used to RP in MBII would've loved it. I think I've had a dream since 2007'ish that MBII would adopt the lightsaber forms into the system somehow (maybe as perks). In Open Jedi project it's a bit different, because there the styles are actually named after the forms. The base game and MBII doesn't draw upon the forms, so we can't say that one lightsaber style = a lightsaber form. MBII is based on these basic styles, blue, yellow, red, green, white and then added cyan (Tavion) and purple (desann). The basic jedi outcast styles system cannot be compared to the different forms of lightsaber combat that exist in lore. ![]()
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