https://fallonmyblade.itch.io/
Diana Jones Nominee for the first one.
Pet Puppies and Punch Bad Guys.
SF6 Jamie Main. Ace Flux. ACAB BLM.
email: nickbutler@tidebreakerrpg.com
I will cover more about common things to look for in a characters tool kit. Things like crowd control, extra movement options (like double jumps and teleports), etc. if this post gets enough attention.
Please like and share. I wanna see something.
I will cover more about common things to look for in a characters tool kit. Things like crowd control, extra movement options (like double jumps and teleports), etc. if this post gets enough attention.
Please like and share. I wanna see something.
The less you use of your toolkit and this means every action your character is capable of, the less options you allow yourself to achieve victory and every option you deny yourself is an advantage you offer your opponents.
WE DO NOT GIVE OUR OPPONENTS OPENINGS. EVER.
The less you use of your toolkit and this means every action your character is capable of, the less options you allow yourself to achieve victory and every option you deny yourself is an advantage you offer your opponents.
WE DO NOT GIVE OUR OPPONENTS OPENINGS. EVER.
Use everything. Learn all your abilities for you character. If this is one class, go for it. Find a use for every ability. Knowledge and Versatility are two of the greatest weapons you have against your enemies. Find out every abilities range, damage, timing, and any buffs.
Use everything. Learn all your abilities for you character. If this is one class, go for it. Find a use for every ability. Knowledge and Versatility are two of the greatest weapons you have against your enemies. Find out every abilities range, damage, timing, and any buffs.
The other way is to intentionally miss. A lot of games will do one of two things. They will have the enemy walk towards the sound of the impact or the position you were in when you fired your weapon. Leverage that to lead enemies where you want to, then engage with superior position.
The other way is to intentionally miss. A lot of games will do one of two things. They will have the enemy walk towards the sound of the impact or the position you were in when you fired your weapon. Leverage that to lead enemies where you want to, then engage with superior position.
Typically, its better to test enemy responses in one or two ways. Shooting someone that's the furthest away from their allies and see how the camp reacts. Do they all run in? Try a different target. If its always the case, then thats just how that games AI works, but ALWAYS try.
Typically, its better to test enemy responses in one or two ways. Shooting someone that's the furthest away from their allies and see how the camp reacts. Do they all run in? Try a different target. If its always the case, then thats just how that games AI works, but ALWAYS try.
Generally this is an MMO idea, but it works in a lot of action games too. In MMOs generally the "tank' role will run into range or attack an enemy to lead them away from a group and let the rest of the party wail on them. You can try to do the same in other games.
Generally this is an MMO idea, but it works in a lot of action games too. In MMOs generally the "tank' role will run into range or attack an enemy to lead them away from a group and let the rest of the party wail on them. You can try to do the same in other games.
This isn't just a matter of stealth, but a matter of understanding your enemies strengths, their numbers, what gear they might have and access to abilities that might hamper you. What's the terrain like? Can you apply Lesson 3e if you pick a fight in the right spot? Can THEY?
This isn't just a matter of stealth, but a matter of understanding your enemies strengths, their numbers, what gear they might have and access to abilities that might hamper you. What's the terrain like? Can you apply Lesson 3e if you pick a fight in the right spot? Can THEY?
The more you know, the stronger you are. I just want to reiterate this so it cements in your mind. But this means look at your enemies positions before attacking. How many are they? How far apart? Do they respond to sound? Find out!
The more you know, the stronger you are. I just want to reiterate this so it cements in your mind. But this means look at your enemies positions before attacking. How many are they? How far apart? Do they respond to sound? Find out!
-Surrounded
-Isolated (no allies? OH NO! no exit near by? GOD HELP US!)
-Cornered. If you can't move, you may as well be dead.
Do everything to avoid this for you and everything to put your enemy into these positions. The more that match up the better.
-Surrounded
-Isolated (no allies? OH NO! no exit near by? GOD HELP US!)
-Cornered. If you can't move, you may as well be dead.
Do everything to avoid this for you and everything to put your enemy into these positions. The more that match up the better.
In the shadows.
What they can't see will certainly kill them fucking dead.
Always look to engage a target from their blind spots.
When knowledge and execution intersect you get skill. When they don't, you get failure. You get confusion. You get chaos. Deliver that to them.
In the shadows.
What they can't see will certainly kill them fucking dead.
Always look to engage a target from their blind spots.
When knowledge and execution intersect you get skill. When they don't, you get failure. You get confusion. You get chaos. Deliver that to them.
For melee fights, their horizontal attacks will have a harder time reaching you while their over hand vertical attacks will tend to only nibble at your toes. Anything that limits your opponents options is an advantage you must exploit to win.
For melee fights, their horizontal attacks will have a harder time reaching you while their over hand vertical attacks will tend to only nibble at your toes. Anything that limits your opponents options is an advantage you must exploit to win.
-The High Ground.
For a ranged fight, the high ground counts as cover. Just move backwards a bit between shots if you're on a cliff. If its a hill you got a better angle on their heads and they have a worse one on yours.
-The High Ground.
For a ranged fight, the high ground counts as cover. Just move backwards a bit between shots if you're on a cliff. If its a hill you got a better angle on their heads and they have a worse one on yours.
Chokepoints are also a good defensive option against larger forces. The less space they have to swarm you, the less attacks you'll have to deal with at once when they close the distance. Oh yeah, also ya know. Grenades and stuff are RAD AF in these spots.
Chokepoints are also a good defensive option against larger forces. The less space they have to swarm you, the less attacks you'll have to deal with at once when they close the distance. Oh yeah, also ya know. Grenades and stuff are RAD AF in these spots.
- A chokepoint. Any tunnel or other long stretch of land where lateral movement is limited. If you're on the end of it with a long range option and they are on the other end? Use anything to slow them down if you have time to prepare and fire. If not? Fire faster, noob. <3
- A chokepoint. Any tunnel or other long stretch of land where lateral movement is limited. If you're on the end of it with a long range option and they are on the other end? Use anything to slow them down if you have time to prepare and fire. If not? Fire faster, noob. <3
Best places to be?
-Behind Cover. block those bullets. Make them come around to hit you. Circle the cover, poke when they try to catch you if its safe, wait for a slow lunge if not.
Best places to be?
-Behind Cover. block those bullets. Make them come around to hit you. Circle the cover, poke when they try to catch you if its safe, wait for a slow lunge if not.
If your game allows you to hold up a shield or something while strafing, do so by default. If your timing is off your block will save your ass. It'll also give you information on how wide your opponents attacks are. Change your positioning and distance accordingly.
If your game allows you to hold up a shield or something while strafing, do so by default. If your timing is off your block will save your ass. It'll also give you information on how wide your opponents attacks are. Change your positioning and distance accordingly.
Circle Strafing is a popular technique for a reason. You literally walk in a circle around your opponent. Why though? You're waiting for them to do something big, stupid, and slow. Preferably something vertical and overhead swinging. When they do? Dodge'n poke.
Circle Strafing is a popular technique for a reason. You literally walk in a circle around your opponent. Why though? You're waiting for them to do something big, stupid, and slow. Preferably something vertical and overhead swinging. When they do? Dodge'n poke.
A.I. or Human opponents will always have a limited amount of reactions to what you are doing, where you are doing it, and when you decide to do a particular action. Study them. Remember their reactions. Prepare a counter strategy for each outcome. Even if its just "dodge now".
A.I. or Human opponents will always have a limited amount of reactions to what you are doing, where you are doing it, and when you decide to do a particular action. Study them. Remember their reactions. Prepare a counter strategy for each outcome. Even if its just "dodge now".
"Strike where the enemy is not"
Basically? Evade them and hit them where they won't expect you. Even in a stand up showdown, your movement determines much of the engagement. Where you decide to activate your abilities can change your enemies timing.
"Strike where the enemy is not"
Basically? Evade them and hit them where they won't expect you. Even in a stand up showdown, your movement determines much of the engagement. Where you decide to activate your abilities can change your enemies timing.
The nerdier cousin to Distance Management. Where you are sitting on screen is as important if not MORE than how strong your character is, how good your execution is, or how many bullets you brought with you. Why? Cause if you're surrounded by 8 mobs with no out?
The nerdier cousin to Distance Management. Where you are sitting on screen is as important if not MORE than how strong your character is, how good your execution is, or how many bullets you brought with you. Why? Cause if you're surrounded by 8 mobs with no out?
A good time to do a slow move is right after an enemy does something with a long cooldown. The BEST time to do a slow move is right after they have done so AND you created some space while they were doing it.
That cooldown + distance time is everything.
A good time to do a slow move is right after an enemy does something with a long cooldown. The BEST time to do a slow move is right after they have done so AND you created some space while they were doing it.
That cooldown + distance time is everything.
If you can shoot a spell or ability more than once before your enemy reaches you, take that into consideration. Do you need to heal? How long does that animation take? Do you have enough time? If you don't, perhaps find an opportunity to create space THEN act.
If you can shoot a spell or ability more than once before your enemy reaches you, take that into consideration. Do you need to heal? How long does that animation take? Do you have enough time? If you don't, perhaps find an opportunity to create space THEN act.
Control over space is critical to victory. It also ties directly into the other two management priorities we have discussed.
How long does it take for you to get to point a to point b.
How long does it take for your enemy to reach you?
Use and abuse this info.
Control over space is critical to victory. It also ties directly into the other two management priorities we have discussed.
How long does it take for you to get to point a to point b.
How long does it take for your enemy to reach you?
Use and abuse this info.
If you are getting hit during those cooldowns, then adjust your strategy to time those actions during a lull in your enemies attack patterns. Generally speaking, your enemy will follow similar rules to you. They may not have to spend mana or bullets, but they always have a cooldown.
If you are getting hit during those cooldowns, then adjust your strategy to time those actions during a lull in your enemies attack patterns. Generally speaking, your enemy will follow similar rules to you. They may not have to spend mana or bullets, but they always have a cooldown.
Mash those buttons. See how long it takes for you to get that action out again. You don't need a stop watch, just a rough estimate. If its a second or two... is that long enough for an enemy to hit you again? Do it again and try to move in between actions.
Mash those buttons. See how long it takes for you to get that action out again. You don't need a stop watch, just a rough estimate. If its a second or two... is that long enough for an enemy to hit you again? Do it again and try to move in between actions.