Forum Discussion
@Bab0osh wrote:@RogueZeroRendar
For a PC keyboard + mouse player, turning around easily is accessible at all levels of play, from new to advanced players, but not for a console player for whom the sensitivity of the joystick is limited even to its maximum value and set by default to 20/100... Most of new players don’t even know they can counter a dodge+attack in their back.Animations return: yes.
Change the current dodge+attack mechanics: no.
As a long time console player, this is completely untrue. With your controller sensitivity set to 100, and zoom set to an interval of 50 or greater, you can turn faster than a dasher can even possibly finish the zenith of their dash animation to get a strike. This was easy to do before this dash glitch presented itself. Now with less reflex involved, less skill is needed.
Games with no skill gap are terrible to play. In any real game, casuals must undergo a learning curve before they can become experienced top players. If you wish to provide hand holding mechanics and animation stops that attenuate the skill gap, this game will lose players who strive to be good at the game because they will discover they have absolutely nothing to work for as far as techniques to be learned.
If new players do not 'understand' that they are able to do so, then they will quickly be given a learning experience the moment they encounter a better player that uses this against them, as all new players who are interested in learning the mechanics of a game do.
I think the problem here is in the definition of the word “skill”.
I think you mean "comfort" and not "skill".
Before, it was indeed much more comfortable to say that the only thing to do is to focus on accessing the opponent's back and hitting, repeating the operation again and again until his death.
I don’t see how such a basic mechanics makes a game favorable to skillplay.
Making the attack in the back less easy to place requires on the contrary much more skill to put an opponent KO.
Few examples:
Place the dodge + attack just after a frontal attack or just after a jump attack + attack in the back, keep 2 dodges to muddy the waters before attacking, better manage your use of abilities, try more often to counter an attack or an ability (knowing that the time window to counter is now shorter and more risky), demonstrate a more predictive mind in order to know when to make a dodge + attack that does not need to be fast, etc.
The real problem is that we’ve lost really cool animations.
- 5 years ago
@Bab0oshThe whole point of lightsaber combat is to focus on accessing your opponent’s back by dodging behind them and attacking. You aren’t supposed to mash on their block. There is even a tooltip in the load-in screens that tell you to attack your opponent from behind.
- 5 years ago
I’m sorry I think you haven’t read/didn’t understand my post. Attacking in the back has to be a goal, using several technicals the game offers, it’s not supposed to be reached each lightsaber attack and it’s not supposed to be the resume of the entire gameplay.
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