I am aware of how to block. I have no issues with blocking. It's the point of view as I stated.Originally Posted by Danny-Devits Go to original post
Did all the malard center graduates get on forums after the alpha closed? I think so.
Not only would I completely decimate you with ANY of the six characters. I would most certainly stay on the positive while your boyfriend helped. All you have done is tell the worst stories and sound like an idiot.Originally Posted by SplicyFireball Go to original post
NOW we are back to your reading abilities. Clearly you cannot read. Or English is a massive difficulty for you. I have stated for what they could change and also "LARGER" maps is pretty self-explanatory (well.. for all but you).
Again. Lock on system. Regardless of YOUR opinion. It does NOTHING but improve if you EXPAND the view with multiple targets.
ALLOWING GB's to become effective during/between with long/heavy strike animations.
Don't agree with those? Then don't post. Reading your nonsense... honestly I'd rather have a stroke.
Sure I can see where you are coming from. And you even have a great point...Originally Posted by Dark-Thomy Go to original post
When I say larger I don't mean turn this into a sports game for sure.
From the same aspect. Citadel in my opinion is a perfect map and probably the majority would agree is definitely the most enjoyable.
The other 2 maps are so small that 2 objectives are literally separated by stairs or ladders(a matter of a few feet). While the other is off in the distance. Where if you could match THAT distance with the two that are practically touching. They would be as perfect as citadel. That's where I am going by saying larger maps.
Exactly. And the same goes for citadel. Some characters run faster. Some not so much. But nonetheless having those the objectives distanced by the same counter distance for each map. It would give that game mode more risk. And more strategy.Originally Posted by Dark-Thomy Go to original post
If I'm playing citadel. And I'm on blue team.. if the they enemy takes A. I can react almost instantly. And B is in the middle of the map. C is a slight distance away. Doesn't take that long from spawn to get there but from A. It's a bit of a trip. With 3 separate routes I can choose from. So if I have A and B. Obviously I want C. But taking C can be risky and that's where the players of the game and strategies take place.
Where as in river or over watch. I can group up with my team. And as long as the other team can't compete.. well I don't even need A. Or C on the other, In these maps. The distant objective is close enough I can easily reach it. But the the other 2 are so close it's Usually forgot about for periods of time while the 4v4 chaotic rumbles take place at the side by side zones. So what ends up taking place. Is a furious and chaotic battle where strategy is extinct. And occasionally some one says "oh.. they have C." And 1 splits from the group to capture. And in these instances. It leaves your team potentially at risk. Because now your squad is down one. You may get C. but the gank squad has possibly overpowered your team and now hashe 2 objectives.
See where I'm going?
Obviously not considering you are complaining about being "outnumbered"Originally Posted by x_KingSolomon_x Go to original post
As far as the lock on system, does the GIANT red mark that appears on your guard not register with you? Or did you just need to enable color blind mode to see the giant mark that appears on your guard?
I do agree with disrupting heavy hits with a well timed GB you are correct. It is ridiculous when I finish my GB animation and the opponent is still winding up his attack.
and from this thread you are the one posting the most nonsense...
Hmm yes. The big red indicator does exactly as it should. Tells me where and when to block. My video shows I have no issues with that.Originally Posted by SplicyFireball Go to original post
50% of or more involve decent players. Smart decision would be to surround the play. At this level. You cannot see all three or 4 players. And cannot tell anything they are prepared to do. Besides when to block.
Expanding the field of view or as some mention. A more open combat system only benifets players. Period.
Except maybe you.
Sounds like we might run into the same old issues we have on the division .These are team based games ,so how you build for a solo is a bloody good question ,especially for a very close combat game.The point i want to get is this ,if there is no room for a solo player this must be made very clear from the start .Also ,so frigging much fun best Alpha every played.Also my 1st .Lolo.Still excellent game,and not 1 frigging camper anywhere .Lolo
Please no. guard breaks should be meant to break an opponents guard not an opponents attack. If you could guard break heavy attacks then there is no point of them.GUARD BREAKS
Yes still I bring this up.. it needs to be an effective response to heavy attack animations. It just doesn't make sense.
Another opinion of mine is to increase stamina cost of the gaurd break. Fighting styles have become R1,R1,GB and repeat... indefinitely. It's not that it's unmanageable. It isn't. But it's a stupid thing to deal with on a constant bases.. (orochi).