It’s all about knowing how to manipulate hit tracers and dragging them past peoples parry/shield box. To counter this, you normally have to do some extreme drags yourself. You’ll see this a lot with spears at close range. Because the weapon hit tracers will more than likely start inside the player, the spear user can drag the spear and register a hit on you from your side. This means you have to turn quite a bit to one side to block some spear attacks when you are very close range. The same can be applied to most weapons but I’ve found spears to be one of the best examples as they have the longest range as well as being very susceptible to dragging.
How many times do I need to repeat the same dialogue of angry conversation? Multiple it seems.
Revert the sabre’s damage and wind up times and let us have back the weapon that allowed sword fighting with it. It was so superior to the short sword and the cudgel, it was unbelievable but it was balanced by the fact that you needed to be on the ball with your attacks and footwork.
So you are saying you want the sabre, that was so superior to the other 2 weapons on the tier, to be reverted back to that state… umm…
If you’re having problems with fighting vanguard as an archer then I suggest stop trying to duel rank 50’s as a rank 20.
The dagger makes it ridiculously easy to just ‘overhead’ stab twice with an ‘underhand’ stab once to finish off. With faster footwork and a slower weapon, all they can do is either attempt a very risky hit trade for a one hit kill which may end up with them being flinched or submit to the oblivion of trying to parry it.
Not to mention that in gangland warfare modes, you tend to be able to finish them off from afar fairly easily anyway.
Surviving against a good feinting shield user as an archer though… Good luck with that one.
Omg… reach is actual reach, run speed and weapon release. The claymore is a bit shorter in true reach but 25% shorter in release, that’s a lot shorter. If you aren’t always sprinting in combat then that’s your issue because you’re missing out on a lot.
And the windup is not the only thing. The release is damn fast. Much faster than the greatsword release.
It’s very fast for a 2 hander but not for a 1 hander. I remember you comparing the claymore’s speed to a broadsword and the claymore’s releases are much, much longer than the broadsword’s
Also the animations get out of sync.
It very, very rarely happens to me. The greatsword and claymore have absurdly fast accelerated strikes and can be deceiving to the eye. I think you just aren’t parrying soon enough because it does loom like the claymore desyncs all the time but he isn’t.
And 0.025s are quite a difference in a fight. Believe it or not.
Perhaps I glorify all weapon speeds because I main the maul :D I play zweihander too and when I switch from the maul and gain it’s speed and reach it’s like
I would say I’m a pretty good slinger myself :D, the enemy gets really frustrated when I smack him with my balls from a distance especially if he is already in melee combat. I always sprint while slinging, it’s very helpful. But I wouldn’t use third person really for any arching. And because the sling doesn’t really do much damage anyways, I prefer the lead ball.
avoid fighting 1v1 with javelin,you can’t delay the attack or make it faster and you can’t combo.My advice is to swtich to secondary weapon or use shield parry + throw to take the enemy off guard,but it’s a high risk move
No wai, i’m epic in 1v1 with the javelin 8-) . I melee only (unless my target starts to run away which can be a nuisance) with the javelin and tend to prefer the heavy javelin.
With the shield punch it helps to aim for the right side of the target and down slightly. (someone else has already mentioned pulling the stab to the left side of the target).
Someone else already kinda mentioned this: “never get hit…” (they said); chances are you will die or be 1shot.
Personally I no longer use the javelin player much anymore, even though it is epic at 1v1, because there has been a new bug lately when you hit people in windup and they do not get flinched. This results in a hit trade and, more often then not, your death. So IMO don’t bother with this loadout until this bug is fixed.
Just want to point out that the Morning Star is just the baby’s version of the Broadsword, for those MAAs who just want to twoshot everything on the damn field like they’re VGs.
It’s cool that this is your opinion and all but you’re wrong. At least the morning star tracers are on correctly. The broadsword is arguably the EASIEST weapon in the game for the MaA. Strong, quick and long, not to mention the couple of invisi-inches it’s packing to surprise people. The morning star is a nice lady and not a complete whore like the broadsword is. It’s even called a ‘broad’.
Because I’m a gigantic fucking weeaboo I always picture the ideal way of using the Q-Tip as weaving your way around a guy or two (never more than that) and utilising the odd nature of its combo animations to keep them on edge and flinching. Martial Arts master that shit.
Its best combo is definitely alt-swing to stab, though. Poppin’ heads like wader melun.
EDIT: As a side note, lol. Power kick isn’t a free hit, guys. It only stuns for longer than a brief moment if they’re guarding or winding up. Anything else and it just knocks back and flinches.
go into wind-up, turn 180° for release for crouch&backlean reverse overhead, turn again 180° during release for normal or even crouch&lookdown overhead.
seems popular with the really heavy slow weapons like the maul. i’ve seen someone in TO do nothing else than that move with maul. i’ve also seen it with maces and double-axe. i’ve seen it used in duels too. and really sly ones use it in combos, slash into reverse-turn 180° overhead for instance.
if you move right, you can do the same with slash. you can hit people with reverse slash, and turn 180° to hit them again with the end of your slash (though it doesn’t count as two hits, but it is two opportunities to hit).
most people that use these tricks only manage to get a few hits when people aren’t expecting it, but make themelves very predictable and thus vulnerable to anyone who knows what it is they’re doing. however, it can be very hard to read, and i have seen people by extremely good with it and beat other extremely skilled players in duels. the last Knight mace seems hardest to read.
I have quite a few gameplay hours but I’ve used shields for maybe 2. I absolutely cannot stand them and have always felt like they’re nothing but a liability. Even before the kick changes and the stamina nerfs. I’ve seen some really good players manage their shields well, but all it takes is one well hidden kick to ruin everything.
As of right now, I can only see two practical uses for shields for the everyday player.
-Passive projectile guard, even though in most situations, unpredictable movement nullifies the need for it. You’ll typically only need this for when there’s an absurdly high archer count, or a few VERY good archers.
-Fighting against multiple enemies. It CAN defend you from multiple attackers, but if you cannot reposition yourself in time for a safe counter attack, all you’ll be doing is stalling your death as they rapidly drain away your Stamina.