What do you niggers think of this game...

What do you niggers think of this game? It's not out for a while but something about complex melee combat has always given me a boner in vidya.

who voiced the trailer? sounds familiar.

don't really care about the game tbh

I know.

Just going off that trailer it seems like a ton of wasted potential. The stances seem cool, but the "select your own move" shit seems like it'd be hard to balance and make the fights too unpredictable. In a fighting game, a veteran will know every move a character could possibly throw out, but that just makes it unpredictable as fuck. Also why bother giving the classes different abilities if they all boil down to "negate hit and counter attack"? That seems very boring to me.

That's what stood out to me the most. I don't understand why you would choose one over the other beyond style preferences. It seems like you have a ton of options but none of them feel meaningful. Style over substance is what I'm getting from the trailer.

This kind of. It seems like you could easily get randomed out providing this is a multiplayer game.

Also, I don't see why you'd pick focus attack over the parry or dodge seeing as it doesn't interrupt attacks.

Well you get health back upon a successful counter.

Sure, but why not use the the two other options that don't put you at risk of losing health in the first place? It maybe wasn't showcased properly but it didn't look like it provided any advantage.

Given that you have a limited number of moves in a deck, I don't exactly see how. Just probe the enemy a little and you'd quickly know what moves they do and don't have selected.

But's that's kinda dumb for a fighting game. One wrong move to provoke them and you get your ass comboed into oblivion.

Ever played Jedi Outcast?

no

Lots of cool moves, but entirely improvisations. Not combo thing.

Jedi Outcast and Jedi Academy lightsaber duels are spastic, and the fancy moves tend to be flashy awful garbage too.

I played the beta and I spent most of my time on 1v1 matches because combat looked cool.

To break it down it seriously felt like a souls game with pretty looking punches. It even has gear that makes your character light or heavy (all it does is the lighter you are the faster you regain stamina). I played with M+KB and it felt horrible because to use the certain class abilities I had to swing my mouse in directions, plus the 4 stance buttons were Q,E,Z and C. You couldn't change keybindings so I was stuck with this shit.

The combat consists of light and heavy attacks with the ability to faint any of them, some attacks have special perks to them such as guard break and etc. Certain attacks come out when you are in a certain stance, most of the attacks will shift your stance so the best string of attacks you could do was loop through all stances so its more unpredictable for the opponent to dodge or parry, and the last mechanic is you can cancel attack animations when you attack again in the perfect moment your character flashes yellow.

With all that said here's where I think the game fails. Light attacks do next to no damage, to block all you have to do is hold block and you will block everything as long you have stamina and it is possible to block mid someones combo because not all light attacks are fast or he just didn't pull out the perfect timing to cancel. But since lights do no damage, heavy attacks is where the damage dealers are at, except they're super slow and easy to dodge or block. I'm not kidding when I say a heavy attack can take 2 seconds to finally hit the opponent.
The winner in fights always falls down to who has the fastest attacks and the most complex combo deck. Parrying doesn't really matter if your opponent has a faster attack than you, they'll always hit first.
The HUD is a mess, at least for me. When you perform an attack a bar will fill up in your stamina bar with a gear of war perfect reload line to suggest when you should attack again to to a perfect timed attack. When you miss the bar will fill continuously, when you hit someone the bar will stop for a split second and then resume becoming the bar harder to read. As said above a lot of your moves shift stances so you have to keep an eye out to which stance you end up with, what I wanna get with this is that you have to keep an eye out for the stamina on the top left of the screen, the stances in the bottom, and your opponent in the middle. It's a clusterfuck.
Also you can heal in 1v1 battles. I don't fucking know why.

The open world section was boring with mindless AI to fight with and constantly spawning.

TL;DR: Combat is not that complex as seen in trailers and it's too slow with not that much variety.

The combat doesn't look very complex, but that's fine. For a smaller title like this, keeping things simple is probably for the best. I look forward to playing it and parrying people.

Thats all the TL;DR anyone needs

Not really, if you have Jedi reflexes. Also, try fighting with the red stance, the blue stance as shown in this vid is for kids.

Have you ever watched Star Wars??? Not the faggy reddit pleb one called Original Trilogy, but the Prequel Kino.

That's one thing I found pretty weird, in practice combat is pretty simple, but then customizing your combo deck when you have unlocked more moves can get pretty confusing with the way menus are handled.
Plus it can take some time because you have to customize your moves for hand-to-hand combat and the different weapons the game has.

Sure enough after spending some time making my own combos felt pretty great and putting them into practice.

Saw it on Steam, don't know really. Seems like it'd be real easy to fuck up entirely if the devs aren't on their game with implementing it properly and keeping it balanced.
The "Special Ability" shit is annoying and completely unnecessary and even moreso because they're just different ways to counter. Give everyone the ability to do all of them.

Combat looks rather slow with none of the attacks being very fast at all. I get why they did that, but it doesn't look very good when most of the attacks they showed followed the same "rhythm".

Fuck you.

Only Mike Cucklasa hates PTkino.

Complex melee combat games almost always come down to a glorified version of rock paper scissors. Increasing the complexity has never changed this.


You mean its like the initial Dark Souls 3 meta, in which initiative (gained through having a fast&decent range weapon) is absolutely everything?

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I never said anything of the sort.

Looks good for an indie game, for some reason it reminds me of For Honor.

Spastic, as, fuck. Besides that faggot is playing on god mode and with realistic combat enabled (walk into regular enemies with lightsaber on, they die). I still enjoy both games as classic FPSes with some flavour, but their combat design is pretty awful.

Yeah but many games have brain-damaged weapon designs and fighting styles and still play well. In this case the specials are mostly worthless, and you're far better off using hit-and-run with the strong style, or force gripping things off cliffs, that's always a hoot.

Well, my point was showing that the guy played like a pleb. He only used the blue stance. You're probably a beginner too if you think that the combat is spastic.

Why? Because they're twitch based and fast paced? Do you prefer simon says type of combat? I think the combat is excellent, it fully utilizes the 3D environment and movement. The key of winning is keeping your camera view on the enemy, and knowing where and when to swing and jump or roll. The fact that stabbing is hard to do yet deals maximum damage also makes the combat exciting, it's far better than the inconsistent yet overpowered pray-and-press backstabbing of Souls. Switching through force powers during combat is suspenseful. And then there's the AI, which has to be the best AI to ever exist in a fighting game. This type of combat has never been tried ever again.

I think the FPS part of the game was pretty awful. The movement feels slippery in first person, the projectiles are awfully slow, and the damage feedback feels inconsistent.

Stabbing is always useful if you know how to use it.

That pretty much sets my excitement to zero instantly
I'm not gonna play a game that will die because of lack of players in a month, not to mention having to base how much fun you'll have in a game depending exclusively on other people is a fucking terrible idea.

Blade Symphony but with unarmed combat?
I don't think this shit will fly.
I mean even if some big jewtuber shills it, they'll get some good initial sales but it will be dead in one month.
Something that happened to For Honor for the same very reason.

Can you post a good combat video or maybe explain a bit more on how it works because blocking attacks at least seems to be luck and that was always my major hold-up on the combat.

Or you can just map each one to a key around your movement keys. Unless you're playing a console version, in that case you're missing out on a lot of the fun of the, well, console ironically!

It's hard because the weapons are projectile, and the targets are small and constantly moving, and there's lots of 'em. The worst parts are escort missions like on artus_topside, or snipers like ns_streets.

Hence the "mostly". But which attack are you referring to and which game, my memory is fuzzy on some of them. Outcast also doesn't have in-game documentation on the moves like Academy does.

not to mention

In Jedi Knight 1, you can block an incoming fire by aiming your crosshair right at the enemy. It was very difficult. JK2 and 3 seem to use the same technique, but with increased blocking area. Also, range seems to affect the effectiveness of this blocking area. There might be an RNG for this, but I don't know, it's too fast to be observed. For a fast paced game like this, I still prefer it to manual blocking.

I do that too for the important force powers, but I still find scrolling through them with q and e and execute the force with f to be simpler.

Pretty much. This is the game that was built around melee combat, and it seems that the devs didn't realize that.

The sniper level was the worst.

You can backstab in Outcast. Easy to avoid, but unblockable.

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Kino yourself faggot

Stick to JO and JA. In JO I remember it being basically immunity to blasters once you got to rank 3, as long as you're facing the enemy. It'd also deflect straight back to them at that level. Shame that was nerfed significantly in JA and that certain blasters aren't blocked correctly. Also I was thinking more of blocking enemy lightsabers.

Reaction is imperative. My layout is WASD, Q and E for pull/push, f for speed, r for heal, z for lightning, x for grip. Academy uses ESDF due to additional buttons.

This I don't remember but I don't have the manual. Found the overhead jump slash and back attack inputs by accident.

The hit noises and the way the game and characters react made me horny.
Seems like it would be hard to make that combat good though and I wouldn't trust a single billion dollar company with it, much less random indie devs on steam. We'll see how it plays out.

Shit, Fire Pro looks more natural than this game.

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At least bother telling me whether the devs are socjus or not.

jej

but honestly it looks like a hipster gimmick game and trying to cash in on the dark souls meme.