Like any other team based game.. teamwork and communication will land you a huge advantage. Sometimes it could be a tactic or a distraction.Originally Posted by Doctrinaire Go to original post![]()
Just never let your guard down and do it for the team!
Precisely. I think footwork, or simply running away, in and around an obective (to contest it for longer) will the way to go when you're outnumbered. I think you can't stand your ground with parries if they use some specific combinations of attack and guard break. If you don't wanna run, your standard defense should be keeping your guard at the side of the flanker, being prepared to react to attacks by the guy you're targetting and prepared to side step guard break attempts (stepping away from the other guy). But even then, maybe they could trigger your auto-parry to stagger you so you'd be unable to side step the guard break. So... in and out with fast lunging attacks, like those of the Oni, seems to be your fool's hope in 1v2s. But if your team has respawns, just run.Originally Posted by naphack Go to original post
In 2v2, I think the dominating tactic will be for both players to target one enemy. So, a guy faces an enemy and his teammate becomes the flanker-flanked. He targets the same enemy, while being targeted by the second enemy. And this is good because you can easily parry a flanker.. and even if he guard break you (in the open), you won't take damage, because his buddy is targetting you.
In 2v3, both players should target the enemy in the middle, for similar reasons as above.
I can really see players developing a Wing Man relationship. Not only will we have our teams of four, but there will probably be specific duos with heightened teamwork between them.
The key "balancing" elements in the Art of Battle system are:
* You can parry a flanker by simply pointing at his side, regardles of the direction of his attack.
* Right after a succesful parry you automatically parry any attack against you. It may be the bad kind of parry, though, the one that leaves you staggered, in (frame) disadvantage. So it's not all sunshine and rainbows. In fact, enemies might use this to lock you in place so one of them can guard brake you and the other can get a guaranteed shot in.
I wonder if they should buff this auto-parry thingy, to not make the guy suffer a guard crush when parrying a second enemy. Then perhaps there would actually be a chance to stand your ground.
I'm basing this stuff on the gameplay footage in interviews. I'm not making specific references, but if you're curious I can provide them for ya.![]()
In the Masterclass one of the devs said that if someone is ganged up on then they wouldn't have to worry about blocking each and every one of them. If for example, you had one person in front of you, and another to your right, you would have to worry about every direction of blocking with the person in front of you, but blocking to the right would block any attacks from the attacker on the right, regardless of which stance he is attacking from.
One of my concerns or question would be:
Let's say one of my team mates gets outplayed and is about to take a clean hit from their opponent.
Would it be possible for another player to block the attack on their behalf, effectively saving them from damage and even death.?
I think it was during the MasterClass panel that they explained when you're ganged up on, you can use the environment to your advantage (such as backing yourself into a corner) and also you'll only have to block attacks from the directions they come. So if you're engaging two enemies, one of which is in front of you while the other is to your right, you'll only need to block right to defend against the person on your right. That's not a foolproof defense and you'll still be at a disadvantage, but it does sound like there will be tools at your disposal to defend against gank situations, so it all doesn't just boil down to numbers while factoring out skill.
This made me laugh pretty hard hahahahahaOriginally Posted by Beas7ie Go to original post