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==Health & Armour==
All classes have differing amounts of health and armour, making some good for diving into combat, and others good for getting killed if they dive into combat.
Armour is of particular importance, perhaps just as much as health, as it absorbs 60% of incoming damage, while only the remaining 40% damages health.
If you land an attack that deals 50 damage on a Heavy Knight who has 125 health and 215 armour, he'll only take 20 health damage while he takes the rest on his armour, although he'll probably take great offense as well.
==Speed & Specials==
Most classes move at the same speed, but not all of them.
Carrying a chest or keg, aiming or charging a ranged weapon, being stunned, or blocking with a shield or weapon will all slow you down considerably.
The only ways to speed up considerably are with various special abilities.
===Specials===
Every class has a special attack that can be used when the meter is filled.
You can fill the meter by doing damage to your opponents but be aware, different classes need to accrue different amounts of damage.
When the meter is full, pressing the special button unleashes your special.
These powerful attacks can be used to easily finish off one or more enemies under the right circumstances, available specials include:
*[[Skirmisher]]: A forward lunge with the cutlass that deals extra damage to anyone in the way.
*[[Captain]]: An exploding cannonball loaded into the blunderbuss.
*[[Sharpshooter]]: An improvised grenade fashioned from a powder horn, and a match.
*[[Berserker]]: The Berserker becomes enraged, which increases his damage and speed for 15 seconds. Can be used with either weapon.
*[[Huscarl]]: A shield charge that deals damage and knock-back to anyone in its path.
*[[Gestir]]: A powerful charge with the spear, just watch out for walls!
*[[Bondi]]: A speed-shooting technique that delivers four deadly arrows at lightning speed.
*[[Heavy Knight]]: A 360-degree spin attack with the two-handed sword.
*[[Archer]]: A triple-arrow shot that deals extra damage and pierces shields.
*[[Man-at-Arms]]: An invigorating fart that boosts the Man-At-Arms' damage, and leaves behind a toxic cloud to slow and damage enemies.
Your special can also be used when carrying a chest; this will give you a temporary boost in speed, which allows you to quickly escape. This can be employed by any class.
Some specials can take a bit of practice to get the most out of them, and most can be ineffective if you don't time them or aim them right!
==Melee Weapons==
==Melee Weapons==
Melee combat involves four directions of attack that corresponds with four directions of blocking. When a player is moving, his or her movement direction will decide which direction their unit attacks in.  
Melee combat involves four directions of attack and four directions of block. A player's movement direction will decide which direction they attack or block in.
===Side Swings===
===Side Swings===
When strafing, the weapon is readied in a position to swing in the same direction the player is moving. For example: If the player is strafing in the left direction and holds the attack button, their weapon will be readied on the right side of the screen and will swing from the right to the left when attack is let go. These attacks are easier to hit but you will probably deal less damage, because of the arc detection.
When used while strafing, weapons will be prepared to swing in the same direction the player is moving.
===Overhead Swings and Stab===
 
The forward direction is used for overhead chops while the back direction is used for readying a stab attack. These attacks will deal more damage then side swings, but will be harder to hit, because of the arc detection.
For example: If the player is strafing to the left and holds the attack button, their weapon will be readied on the right side of their screen, and will swing towards the left when the button is released.
 
These attacks are easier to land, but will probably deal less damage because of the arc detection.
 
===Overhead Swings and Stabs===
When moving forwards, weapons will be prepared for overhead chops, while the back direction will ready stab attacks.
 
These attacks will deal more damage than side swings, but will be harder to land because of the arc detection.
 
===Hit Detection===
===Hit Detection===
All melee weapons register their hits in an arc detection system. In other words, the sword will deliver multiple hits as the swing is taking place, through the arc of the swing. For this reason, it is often easier to get damage in on an opponent when swinging side to side, but the player is more likely to do more damage when engaging in an overhead or stabbing motion.
All melee weapons register their hits in an arc detection system. In other words, a weapon will deliver multiple hits along the arc of its swing.
 
For this reason, it is often easier to hit an opponent when swinging from side to side, but more damage can be dealt when engaging with an overhead or stabbing motion.
 
===Charged Swings===
===Charged Swings===
As you ready your weapon, you'll notice a small charge bar on the bottom of the screen. This indicates how much damage the swing will inflict on the opponent when it lands. A fully charged attack will damage the opponent for the maximum allowed by each hit, whereas an uncharged hit will do less damage. A fully charged attack will also do damage through shields and can break through blocks.
As you ready your weapon, you'll notice a small charge bar on the bottom of the screen. This indicates how much damage the swing will inflict on the opponent when it lands.
 
A fully charged attack will deal the maximum damage possible for each hit (usually 120% of the base damage) whereas an uncharged hit will deal normal damage.
 
A fully charged attack will also damage opponents through shields and break through blocks.
 
===Blocking===
===Blocking===
There are four directions of block; the direction will be chosen automatically, according to your nearest opponent's attack direction. The objective is to block in the correct direction of the attacker for maximum effect. This "Perfect Parry" will not only stun the opponent, but will also allow a quick counter-attack to do some damage. If your enemy's weapon is glowing, it means they're at full charge; blocking a fully charged attack will only mitigate some damage and has a chance of stunning you. You must take weapon sizes into consideration. For example, a small weapon cannot perfect parry a heavy weapon.
There are four directions of block; the direction will be chosen according to your nearest opponent's attack direction, though this can be changed to function the same as picking your attack direction in the options menu.
 
If you block in the same direction as your opponent's attack, you will achieve a "Perfect Parry" that will not only stun the opponent, but will also allow a quick counter-attack.
 
If your enemy's weapon is glowing, it means they're at full charge; blocking a fully charged attack will only mitigate some damage and stun you.
 
A small weapon cannot perfect parry a heavy weapon.
 
===Weapon Sizes===
===Weapon Sizes===
The effect of blocking is also based on the sizes of each weapon. A large two-handed weapon will reduce damage more effectively from a one-handed weapon, whereas a one-handed weapon will not fair so well at blocking a two-handed weapon. A two-handed weapon is able to Perfect Parry and Counter-Attack any weapon, whereas one-handed weapons can't Perfect Parry and Counter-Attack two-handed weapons.
The effect of blocking is also influenced by the sizes of each weapon. A large weapon will reduce damage more effectively from a medium weapon, whereas a medium weapon will not fare so well at blocking a large weapon.
===Counter-Attacking===
 
A Counter-Attack is a quick attack (much quicker than a normal swing) that can be used after a "Perfect Parry". You can achieve a perfect parry by blocking in the correct direction, then use the attack button within a second '''(NOTE: While still holding down the right-mouse button)''' to quickly counter-attack your stunned opponent.
A large weapon is able to Perfect Parry and Counter-Attack any weapon, whereas medium weapons can't Perfect Parry and Counter-Attack large weapons.
===Shield===
 
Shields can be used to block both melee and ranged weapons. Shields have a certain number of hit points depending on the class. Once a shield runs out of hit points, it will be unusable until repaired. You can repair your shield by picking up armor throughout the map. Shields can also be used to bash opponents by attacking (mouse1) while blocking (mouse2) with the shield. A shield bash can be charged like a normal attack; a fully charged shield bash can knock a chest from your opponent's hands. The greater the charge of your shield bash, the further an enemy will be knocked back. If you are struck while charging a shield bash, you will take full damage from the swing or projectile. Your shield will not lose hitpoints.
There is only one small weapon currently in the game, and as you might expect, it can't Perfect Parry or Counter-Attack anything.
 
===Counter-Attacks===
A Counter-Attack is a quick attack (much quicker than a normal swing) that can be used after a "Perfect Parry".
 
You can achieve a Perfect Parry by blocking in the correct direction, then using the attack button within one second '''(NOTE: While still holding down the right-mouse button)''' to quickly counter-attack your stunned opponent.
 
===Shields===
Shields can be used to block both melee and ranged weapons.
Shields have a certain number of hit points depending on the class. Once a shield runs out of hit points, it will be unusable until repaired. You can repair your shield by picking up armour throughout the map.
 
Shields can also be used to bash opponents by attacking (mouse1) while blocking (mouse2) with the shield. A shield bash can be charged like a normal attack, and a fully charged shield bash can stun an opponent, and knock a chest out of their hands. The greater the charge of your shield bash, the further an enemy will be knocked back.
 
If you are struck while charging a shield bash, you will take full damage from the swing or projectile, but your shield will not lose hit points.
 
===Rolling and Kicking===
Players can initiate a rolling maneuver to help dodge incoming attacks and projectiles.
 
Players may also Kick other players, causing knock-back and damage. Kicking can be used to knock enemies off of cliffs, into traps, or into anybody trying to hit ''them'' instead of you, teammate or not.


==Ranged Weapons==
==Ranged Weapons==
Ranged weapons are exactly what the name says, weapons that can be used to damage your opponent from a distance. The most effective ranged weapons are the Bows, Javelins and Throwing Axes, though these weapons are affected by gravity. The best way to get used to their arc is by practicing with them.  
Ranged weapons are used to damage your opponent from a distance. The most effective ranged weapons are the Archer's Crossbow, the Vikings' Javelins and the Sharpshooter's Rifle.
 
All ranged weapons are affected by gravity. The best way to get used to their arcs is by practicing with them.
 
The gunpowder weapons are not affected by gravity as much, but have a bit of random spread to them; this makes them difficult to hit with at longer distances. They become even less accurate while running, making them better for close-range skirmishes.


The flintlock pistols are not affected by gravity, but have a bit of a random spread to them; this makes them difficult to hit with at longer distances. They become even less accurate while running, making them mostly good for closer ranged skirmishes.
The Blunderbuss is the Shotgun of the Pirates. This weapon's spread makes it useful only at close range, but its damage is worth the risk.


The Blunderbuss is like the Shotgun of the Pirates' team. This weapon's spread makes it only useful at close range, but deadly when pulled off. The blunderbuss is best used once the enemy has been softened up with your sword. You will deal far more damage once their armour is low! The best time to blast a heavy knight for example is when his health is at "bleeding profusely". If you can't survive that long then blast away once his status is "Just a flesh wound".  
All ranged weapons except the Pirate's guns inflict more damage from further away. Shooting an enemy that is right next to you will deal as little as half of the original damage.


All ranged weapons do more damage from further away. Shooting an enemy that is right next to you will do the least damage.
===Headshots===


==Specials==
The Sharpshooter's rifle, Gestir's Javelins, Bondi's Atlatl, and both Knight crossbows can score headshots, increasing the damage dealt by 50%. (Although if the headshot is at close range, it will still deal less damage than if you'd scored a regular shot further away.)
Every class has a special attack that can be used when the meter is filled. You can fill the meter by doing damage to your opponents. When the meter is full, you use the special button to unleash your special. These are powerful attacks that can easily be used to finish off one or more enemies in the right circumstances. Specials for 2.3 include:
 
*[[Heavy Knight]]: A 360 degree spin attack with the two-handed sword.
==See Also==
*[[Archer]]: A triple-arrow shot that deals extra damage.
*[[Skirmisher]]: A forward lunge with the cutlass that deals extra damage to anyone in the way.
*[[Captain]]: An exploding cannonball loaded into the blunderbuss.
*[[Berserker]]: The berserker enrages, increases damage and speed for 15 seconds. Can be used with either weapon.
*[[Huscarl]]: A shield charge that knocks players back and deals damage to anyone in its path.
*[[Gestir]]: A powerful charge with the spear, just watch out for walls!


Your special can also be used when carrying a chest; this will give you a temporary boost in speed, which allows you to quickly escape. This can be done by any class.
[[Tactics]]


Some specials can take a bit of practice to get the most out of them. For example, the gestir's spear charge can be tricky if not carefully executed and some specials can be ineffective if you don't time them right or aim them right! The skirmisher's lunge is generally most effective when used on an opponent's back or on their front if they're backing off.
[[Gamemodes]]

Latest revision as of 10:59, 26 November 2018

Health & Armour

All classes have differing amounts of health and armour, making some good for diving into combat, and others good for getting killed if they dive into combat.

Armour is of particular importance, perhaps just as much as health, as it absorbs 60% of incoming damage, while only the remaining 40% damages health.

If you land an attack that deals 50 damage on a Heavy Knight who has 125 health and 215 armour, he'll only take 20 health damage while he takes the rest on his armour, although he'll probably take great offense as well.

Speed & Specials

Most classes move at the same speed, but not all of them.

Carrying a chest or keg, aiming or charging a ranged weapon, being stunned, or blocking with a shield or weapon will all slow you down considerably.

The only ways to speed up considerably are with various special abilities.

Specials

Every class has a special attack that can be used when the meter is filled.

You can fill the meter by doing damage to your opponents but be aware, different classes need to accrue different amounts of damage.

When the meter is full, pressing the special button unleashes your special.

These powerful attacks can be used to easily finish off one or more enemies under the right circumstances, available specials include:


  • Skirmisher: A forward lunge with the cutlass that deals extra damage to anyone in the way.
  • Captain: An exploding cannonball loaded into the blunderbuss.
  • Sharpshooter: An improvised grenade fashioned from a powder horn, and a match.


  • Berserker: The Berserker becomes enraged, which increases his damage and speed for 15 seconds. Can be used with either weapon.
  • Huscarl: A shield charge that deals damage and knock-back to anyone in its path.
  • Gestir: A powerful charge with the spear, just watch out for walls!
  • Bondi: A speed-shooting technique that delivers four deadly arrows at lightning speed.


  • Heavy Knight: A 360-degree spin attack with the two-handed sword.
  • Archer: A triple-arrow shot that deals extra damage and pierces shields.
  • Man-at-Arms: An invigorating fart that boosts the Man-At-Arms' damage, and leaves behind a toxic cloud to slow and damage enemies.


Your special can also be used when carrying a chest; this will give you a temporary boost in speed, which allows you to quickly escape. This can be employed by any class.

Some specials can take a bit of practice to get the most out of them, and most can be ineffective if you don't time them or aim them right!

Melee Weapons

Melee combat involves four directions of attack and four directions of block. A player's movement direction will decide which direction they attack or block in.

Side Swings

When used while strafing, weapons will be prepared to swing in the same direction the player is moving.

For example: If the player is strafing to the left and holds the attack button, their weapon will be readied on the right side of their screen, and will swing towards the left when the button is released.

These attacks are easier to land, but will probably deal less damage because of the arc detection.

Overhead Swings and Stabs

When moving forwards, weapons will be prepared for overhead chops, while the back direction will ready stab attacks.

These attacks will deal more damage than side swings, but will be harder to land because of the arc detection.

Hit Detection

All melee weapons register their hits in an arc detection system. In other words, a weapon will deliver multiple hits along the arc of its swing.

For this reason, it is often easier to hit an opponent when swinging from side to side, but more damage can be dealt when engaging with an overhead or stabbing motion.

Charged Swings

As you ready your weapon, you'll notice a small charge bar on the bottom of the screen. This indicates how much damage the swing will inflict on the opponent when it lands.

A fully charged attack will deal the maximum damage possible for each hit (usually 120% of the base damage) whereas an uncharged hit will deal normal damage.

A fully charged attack will also damage opponents through shields and break through blocks.

Blocking

There are four directions of block; the direction will be chosen according to your nearest opponent's attack direction, though this can be changed to function the same as picking your attack direction in the options menu.

If you block in the same direction as your opponent's attack, you will achieve a "Perfect Parry" that will not only stun the opponent, but will also allow a quick counter-attack.

If your enemy's weapon is glowing, it means they're at full charge; blocking a fully charged attack will only mitigate some damage and stun you.

A small weapon cannot perfect parry a heavy weapon.

Weapon Sizes

The effect of blocking is also influenced by the sizes of each weapon. A large weapon will reduce damage more effectively from a medium weapon, whereas a medium weapon will not fare so well at blocking a large weapon.

A large weapon is able to Perfect Parry and Counter-Attack any weapon, whereas medium weapons can't Perfect Parry and Counter-Attack large weapons.

There is only one small weapon currently in the game, and as you might expect, it can't Perfect Parry or Counter-Attack anything.

Counter-Attacks

A Counter-Attack is a quick attack (much quicker than a normal swing) that can be used after a "Perfect Parry".

You can achieve a Perfect Parry by blocking in the correct direction, then using the attack button within one second (NOTE: While still holding down the right-mouse button) to quickly counter-attack your stunned opponent.

Shields

Shields can be used to block both melee and ranged weapons. Shields have a certain number of hit points depending on the class. Once a shield runs out of hit points, it will be unusable until repaired. You can repair your shield by picking up armour throughout the map.

Shields can also be used to bash opponents by attacking (mouse1) while blocking (mouse2) with the shield. A shield bash can be charged like a normal attack, and a fully charged shield bash can stun an opponent, and knock a chest out of their hands. The greater the charge of your shield bash, the further an enemy will be knocked back.

If you are struck while charging a shield bash, you will take full damage from the swing or projectile, but your shield will not lose hit points.

Rolling and Kicking

Players can initiate a rolling maneuver to help dodge incoming attacks and projectiles.

Players may also Kick other players, causing knock-back and damage. Kicking can be used to knock enemies off of cliffs, into traps, or into anybody trying to hit them instead of you, teammate or not.

Ranged Weapons

Ranged weapons are used to damage your opponent from a distance. The most effective ranged weapons are the Archer's Crossbow, the Vikings' Javelins and the Sharpshooter's Rifle.

All ranged weapons are affected by gravity. The best way to get used to their arcs is by practicing with them.

The gunpowder weapons are not affected by gravity as much, but have a bit of random spread to them; this makes them difficult to hit with at longer distances. They become even less accurate while running, making them better for close-range skirmishes.

The Blunderbuss is the Shotgun of the Pirates. This weapon's spread makes it useful only at close range, but its damage is worth the risk.

All ranged weapons except the Pirate's guns inflict more damage from further away. Shooting an enemy that is right next to you will deal as little as half of the original damage.

Headshots

The Sharpshooter's rifle, Gestir's Javelins, Bondi's Atlatl, and both Knight crossbows can score headshots, increasing the damage dealt by 50%. (Although if the headshot is at close range, it will still deal less damage than if you'd scored a regular shot further away.)

See Also

Tactics

Gamemodes